Campaign Guide THE CIRCLE UNDONE

Death Is Only the Beginning Haunted “The hidden cults to which these witches belonged often guarded Haunted is a new ability that appears on some locations. Each time and handed down surprising secrets from elder, forgotten aeons; an investigator fails a skill test while investigating a location, after and it was by no means impossible that Keziah had actually applying all results for that skill test, that investigator must resolve all mastered the art of passing through dimensional gates.” “Haunted –” abilities on that location. – H. P. Lovecraft,The Dreams in the Witch House A location is “haunted” for the purposes of other card effects if it has at least one “Haunted –” ability (printed or otherwise). The Circle Undone is a campaign for Arkham Horror: The Card Game for 1–4 players. The Circle Undone deluxe expansion contains a prologue scenario, “Disappearance at the Twilight Estate,” and two Alert full scenarios: “The Witching Hour” and “At Death’s Doorstep.” Each time an investigator fails a skill test while attempting to evade These scenarios can be played on their own or combined with an enemy with the “alert” keyword, after applying all results for the six Mythos Packs in The Circle Undone cycle to form a larger that skill test, that enemy performs an attack against the evading nine‑part campaign. investigator. An enemy does not exhaust after performing an alert attack. This attack occurs whether the enemy is engaged with the Additional Rules and Clarifications evading investigator or not. Tarot Slot Prologue Investigators 1 3 Jerome Davids  21 4 4 Valentino Rivas Josef’s Secretary Wealthy Philanthropist The four investigator cards 2 Penny1 White3 2 Assistant. Silver Twilight. 4 3 Josef’s Housekeeper  When an investigator Veteran. Tarot slots are a new type of asset slot introduced in this expansion. at your location draws a Silver Twilight. Socialite. treachery from the encounter During a skill test 4 depicted here (Gavriella Gavriella Mizrah  After an enemy attacksdeck, discard cards fromyou your are performing, spend Private Security 1 you, even if that attack washand with a total of at2 least resources: Reduce the canceled: Discover 1 clue2 at icons: Cancel that card’s 3 The following symbol indicates that an asset fills a tarot slot: difficulty of this test by 1. 2 your location. (Limit oncerevelation effect. (Limit(Limit once once per round.)  After youAssistant. succeed at a per round.) per round.)  Mizrah, Jerome Davids,  effect: +1. Gain 2 skill test during a revelation effect: +1. Heal 1 damage effect: +1. Discoverresources. 1 clue effect: Discover 1 clue at your and 1 horror. at your location. location. (Limit once per round.) 4 8  effect: +1. If this is a skill White, and Valentino test during a revelation effect, 4 46 5/7 47 you may take an additional 8 4/7 © 2018 FFG 1 tarot slot Illus. Tiziano Baracchi action during your next turn. © 2018 FFG 5 7 Ilich Henriquez Illus. Tiziano Baracchi Illus. © 2018 FFG Rivas) are marked with the 6/7 48

Illus. 7 Owen William Weber 5 Disappearance at the Twilight © 2018 FFG 7/7 As with other slots, tarot slots limit the number of asset cards of that 49 slot type an investigator is permitted to have in play simultaneously. Estate encounter set icon and can only be used in the prologue for The Circle Undone. They By default, an investigator has only one tarot slot available. cannot be used in other scenarios. Keep them with the rest of the All other rules governing slots apply to tarot slots, as usual. scenario cards for Disappearance at the Twilight Estate, and do not integrate them into your collection of player cards. Story Cards Story cards are a new cardtype in The Circle Undone campaign. These Wait! cards serve as an avenue for additional narrative and typically appear as the reverse side of another scenario card. When you are instructed to Do not choose investigators or assemble investigator resolve a story card, simply read its story text and resolve its game text. decks just yet. First, play through the prologue below. You will be instructed to choose investigators and assemble Joe’s “Hunch Deck” investigator decks once the prologue is complete. As a private eye, Joe Diamond has learned to follow his instincts, and therefore he has a separate hunch deck, which is constructed during step 4 of the setup of each scenario. The cards in this hunch deck are chosen from Joe’s 40-card deck and therefore count toward his total Prologue (Scenario 0): deck size. With the exception of these setup instructions, all references Disappearance at the Twilight Estate to Joe’s “deck” refer to Joe’s standard investigator deck and not his hunch deck. Joe’s hunch deck has no discard pile; cards from your Sunday, November 22nd, 1925. Arkham, Massachusetts. hunch deck are discarded to your standard discard pile when played. Though All Hallows’ Eve is nearly a month past, a grim melancholy lingers throughout the town. Each morning, a thick fog permeates the Expansion Icon streets. are beginning to grow longer, and if you ask around town, you’ll hear people swear that it’s getting darker, too. But despite The cards inThe Circle Undone campaign can be identified by this the gloomy mood, progress continues in the sleepy town of Arkham. symbol before each card’s collector number: The election of Nathaniel Rhodes to the United States Senate has upstanding members of the community feeling optimistic about the town’s future. And tonight, at his well-appointed estate in French Hill, a man named Josef Meiger hosts the Silver Twilight Lodge’s charity gala, an annual members-only event that will turn deadly for several attendees… Campaign Setup ÆÆEach player must choose one of the following neutral investigators to control for the duration of this prologue: To set up The Circle Undone campaign, perform the following steps Gavriella Mizrah, Jerome Davids, Penny White, or Valentino in order. Rivas. Throughout this prologue, you will play through this 1. Choose difficulty level. character’s story and make choices that will determine his or her fate. Your choice of investigator has no direct effect on your 2. Assemble the campaign chaos bag. standard investigator deck, though the results of the prologue ==Easy (I want to experience the story): will influence the story. +1, +1, 0, 0, 0, –1, –1, –2, –3, , , , . ÆÆDo not assemble an investigator deck for any neutral investigator. ==Standard (I want a challenge): Instead, gather the cards listed on its reverse side—these cards +1, 0, 0, –1, –1, –2, –2, –3, –4, , , , . will be used in that investigator’s unique setup. (All listed cards ==Hard (I want a true ): are level 0 unless otherwise noted.) 0, 0, –1, –1, –2, –2, –3, –4, –5, , , , . ÆÆIf there are 3 or fewer players in the campaign, in the “Missing ==Expert (I want Arkham Horror): Persons” section of your Campaign Log, cross off the profiles of 0, –1, –1, –2, –2, –3, –4, –6, –8, , , , . any of the neutral investigators who were not chosen. You are now ready to begin at the prologue. ÆÆProceed to Intro. 2 Intro: “Ladies and gentlemen,” Josef Meiger announces, raising a glass ÆÆOne at a time, each player must proceed to the intro for their of champagne in a toast. A hush descends on the room, until only the chosen character and read that section aloud. Do not read any crackle of the fireplace and whispers of gossip can be heard. “Allow me to intro for a character not chosen by a player. Once each player welcome you all into my home for this year’s charity gala. We have some has read his or her character’s intro, proceed to Setup. very upstanding citizens here tonight, and I thank all of you for your Gavriella Intro: You stand guard as instructed, waiting for Mr. hard work and generosity.” Cheers and murmurs of agreement fill the Sanford to appear. By now, the remaining guests have filed into the room. Many of the guests raise their glasses to Valentino, one of the most banquet hall, and you can hear the sounds of merriment and drinking esteemed members of the Lodge this year, who sits at the Guest of Honor coming from beyond the wooden door behind you. You pay them no table, which is nearest to the fireplace. mind, remaining vigilant. Years of fighting and discipline have taught Josef’s assistant, Jerome, blends into the wall behind Josef, discreetly you to be ready for anything, even at a harmless banquet like this. Just checking his pocket watch. In another corner of the room, the head as you begin to ponder whether your talents are being wasted under Mr. housekeeper, Penny, walks from table to table, filling empty glasses and Meiger’s employ, a dark mist invades the parlor through the front door collecting dirty salad plates. “Each of you has done great deeds in the and the window frames, flooding the room. At first, you believe it to be name of the Silver Twilight Lodge and our historic city,” Josef continues. only the evening fog seeping through the manor’s entryway, until you “Next year, we will continue to shoulder this burden and do what begin to notice that everything the mist touches seems to have decayed must be done for the sake of progress.” Jerome steps forward quietly, as though aged hundreds of years. interrupting Josef’s speech with the unassuming confidence that comes You step back cautiously, keeping a hand on the grip of your weapon from years of trusted service. He taps Josef lightly on his shoulder and just in case. Never in all your years have you seen something like this. shows him the time. “I’m afraid I am already out of time. Thank you all An unnatural chill spreads throughout the room, and shivers run up very much for attending,” Josef concludes, bowing. Polite applause rises your spine. As the ashen mist finishes pouring in, it coalesces into a from the audience, and Josef walks briskly toward the parlor, followed singular form: a humanoid figure wrapped in shadows. It raises its closely by his assistant. Two servants collect coats as latecomers trickle hand and points at you with a charred, blackened finger. into the manor, and Gavriella—Josef’s head of security—watches You unholster your firearm and point it at the creature, allowing your over the entrance with hard eyes and a clenched jaw. “Has Mr. Sanford training to take over. “Don’t come any closer!” you shout. The thing arrived?” Josef asks curtly, tapping his polished leather shoe on the floor. watching you from the entrance is unfazed. Its ethereal form begins “I’m afraid not,” Jerome replies, flipping through the last pages of the to glide toward you, dark mist crawling over the carpet in its wake. estate’s guest book. “But he should be here any minute, Mr. Meiger.” “I warned you,” you growl, and a thunderous shot echoes through the “Good. I want there to be no problems whatsoever when he arrives; parlor as you squeeze the trigger. The bullet rips a hole in the figure’s am I understood?” Josef calls out to Gavriella: “Make sure he is well head like a rush of air billowing through a column of smoke. The protected.” Gavriella nods, patting the handle of her .45 in her shoulder mist stitches itself together, and the thing continues to drift your way, holster. Josef turns his attention back to his assistant. “And have Penny reaching out menacingly. make sure the main course is kept good and hot while we wait for Mr. Nothing could have prepared you for combat with such an unnatural Sanford’s arrival. Not a single slice is to be served without his presence.” enemy. Faced with no other option, you turn and flee up the staircase “Not even for Mr. Rivas, sir?” Jerome asks, glancing at Josef over the rim nearby, pausing to squeeze off several more shots at the top. The bullets of his thick glasses. Josef pauses for a moment, considering. that make their target simply pass harmlessly through the ghostly figure, striking the door behind it. A few stray shots shatter a column of “Pour Mr. Rivas another glass of champagne, and I am sure he will the staircase’s wooden balustrade. not complain. Also, I’m still waiting on those accounts I asked you Jerome Intro: You carefully flip through the pages of Mr. Meiger’s about earlier today. Don’t forget,” Josef says, clapping his assistant on ledger, looking for the accounts he inquired about. You have served Mr. the shoulder before walking back into the banquet hall. Jerome nods Meiger faithfully for almost a decade, and he trusts you with sensitive obediently and heads upstairs. information like this—a point of pride for you. While you are often Soon after, thedark mist would appear, and nothing would be the same. curious about your employer’s business, you have never pried into his personal matters. Not until tonight, anyway. 3 You adjust your glasses and lean forward as you turn to the page lean over the railing for a better view. That is when you notice the true regarding Mr. Meiger’s request. Some of the names on the list you forms of the shapes in the mist: their screaming faces, their clawing recognize: Rivas, Gensler, Fairmont, Rhodes, Wick. But many are names hands, all writhing in torment and coming straight for you. You cry out you have never heard of before, let alone seen affiliated with Mr. Meiger’s in terror and back up against the wall as the mist envelops the building. work: Lindquist, Konstantinov, Magro, Atkinson, Lamar…Just how A spectral shape emerges from the haze beyond the railing, dressed in deep do Mr. Meiger’s connections go? bloodstained rags. It begs for rest in a croaking, gasping voice. Your only Strange as that may seem, it is the list of names on the page afterward hope for escape is to retreat back into the manor and call for help... that raises your hackles. While it was clear that the names on the previous Valentino Intro: “Are you going to break, or are you going to sit there page are associates of Mr. Meiger’s, or at least prominent members of the admiring the cue ball all ?” you ask with a mocking smile. Your Lodge, you can only assume that this next series of names is of people your opponent sets the ivory ball back on the table with a sigh. employer is…targeting. For what, you cannot say. “I can’t help myself around ivory. You know that, Tino,” Adam replies. You stand next to Josef’s desk and record the list in your pocket journal You rarely see Adam Gensler except during Lodge functions, but you carefully, making sure to keep the names in the exact order they appear prefer his company to that of the stuffy business types who make up in Mr. Meiger’s ledger. You hope that your suspicion is nothing more than most of the Lodge these days. He makes his shot, the sudden clattering the absurd imagination of an overworked secretary. Still, something interrupting the din of conversation. “Your shot, Tino. And do try to about all of this has you concerned. That, and the sudden draft of frigid avoid hitting the nine ball first. You’re always so overeager.” Adam air that has somehow wafted into the room. Your gaze naturally drifts chuckles as he moves to the other side of the table, making way for you. to the window, at which point you scream out in shock and lose your “That was one time, my friend, one time.” You roll your eyes. Truth balance, stumbling backward into Mr. Meiger’s desk. be told, you’ve enjoyed coming to these events for the opportunity to Pressed up against the office window is a host of screaming faces emerging give back to the community, not to hobnob with Arkham’s gentry. But from the mist, or perhaps composed of it. Their ghostly hands press hobnobbing has had its perks. against the glass, their eyes hollow and empty. Your reading glasses clatter You lean over the table and clear your mind as you line up your shot. to the ground and shatter under your heel as you scramble to the other The room falls silent as you block out the clamor and the music, focusing side of the office. You don’t realize that you dropped your pocket journal all of your attention on the one ball and the corner pocket. You hold in the chaos until it is too late. your breath and strike the cue ball. It clacks as it hits its target, and the Penny Intro: You sigh as the cool New England air embraces you. It one ball drops effortlessly into the corner pocket. “There, you see?” has been a very stressful night: stressful enough that you’ve decided It is only then that you realize the silence around you is not just in your to sneak away from the clamor to grab a quick smoke before heading mind. All of the light and warmth has been sucked out of the room. back to work. You rest your arms along the metal railing of the balcony, Adam is gone, along with everyone else who was present just moments your fingers trembling as they hold your cigarette. The dreary gambrel before you took your shot. “Hello?” you call out. A dark mist coils rooftops and Victorian manors of French Hill span the view below you, about your ankles as you walk around the billiards table. “If this is a the unlit windows hiding countless secrets. practical joke of some kind, it’s in awfully poor taste,” you remark. The You can’t remember a night in which your employer was as concerned only response is the deep growl that emerges from beneath the table. with every little detail as he is tonight. He is normally so calm, so Morbid curiosity compels you to look underneath it, at which point a collected. There’s something special about tonight that has him on edge. dark hound pounces onto your chest, savagely clawing at your torso. Is it Mr. Sanford? A shudder crawls through you. For some reason, You react instinctively, pushing it off of your body as hard as you can. It something about that man gives you the creeps. But Josef has interacted lands on the billiards table, causing it to collapse under the creature’s with Mr. Sanford many times before, so that cannot be the reason. weight. You slowly back up as the creature rises to its feet once again What could it be that has Mr. Meiger so worried? and jumps off the broken table, its hollow eyes gazing into your soul. You are torn from your thoughts by the gathering of grey clouds overhead, swiftly blotting out the night sky. As the clouds grow ever closer, you begin to see shapes emerging from the vapor. You squint and

4 Setup No Way Out ÆÆGather all cards from the following encounter sets: Disappearance There is no positive resolution for this scenario. Investigators should at the Twilight Estate, At Death’s Doorstep, Inexorable Fate, Realm strive to last as long as they can and gather as many clues as they of Death, Spectral Predators, Trapped Spirits, The Watcher, and can before their inevitable demise. Note that while cards can still Chilling Cold. These sets are indicated by the following icons: be added to the victory display during this scenario, experience and victory points will not be gathered for this scenario. Since these investigators do not have decks, ignore any instruction or effect that would cause them to draw cards or interact with player decks. Additionally, since these investigators do not have discard

piles, each player card that would be placed in their discard pile is When gathering the encounter set, only At Death’s Doorstep removed from the game, instead. gather the seven Spectral locations from that encounter set. Do not gather any of the other cards from that encounter set. Good . You’ll need it. ÆÆPut the seven Spectral locations into play. (See suggested location placement, below.) Office ÆÆPut The Spectral Watcher enemy into play in the Entry Hall.

ÆÆEach player follows the setup instructions on the LOCATION Suggested Location Placement Spectral.

back of his or her investigator card. The lone door atop the second-floor staircase has rotted and decayed as though hundreds of years have passed. The once-polished oak is now stained and warped. It could ÆÆShuffle the remaining encounter cards to build the collapse at any moment. encounter deck. Illus. Yoann Boissonnet © 2018 FFG

Billiards Room Trophy Room Victorian Halls Master Bedroom Balcony

LOCATION LOCATION LOCATION LOCATION LOCATION Spectral. Spectral. Spectral. Spectral. Spectral.

The warm rays that once illuminated these halls have faded This unmarked door is old and partially rotted, set in a quiet From outside this room, you can hear the creaking of old Flanking this door are two rotting deer heads mounted on the into beams of cold, grey moonlight that shine through floating corner of the upstairs hallway. A thick, dark fog seeps beneath A shattered glass door leads onto the balcony outside the wood and the patter of soft footsteps along the ground. wall. They stare at you with hollow, dead eyes. motes of dust and wisps of dark mist. the door and wafts around your feet. estate’s master bedroom.

Illus. Yoann Boissonnet © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG Illus. Jose Vega © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG

Entry Hall

The Spectral Realm

LOCATION Spectral. Note: This scenario only uses the seven locations The Entry Hall is blocked by a wall of spectral mist. You cannot enter the Entry Hall. Silver Twilight enemies cannot spawn in the Entry Hall. A wall of dark mist blocks your escape, decaying everything it with the Spectral trait. Do not set up this scenario touches. Ghostly hands grasp at you from the mist, desperately trying to pull you in. You suspect that if you tried to cross using any locations without the Spectral trait! through the mist, you wouldn’t emerge alive.

Illus. Yoann Boissonnet © 2018 FFG

5 DO NOT READ until the end of the scenario

No resolution was reached, because each investigator was defeated: “Mr. Sanford, thank you so much for coming. I know you are a busy man. Your presence at tonight’s meeting is very much appreciated.” Josef shakes Carl Sanford’s hand firmly as he speaks. Sanford merely nods. “I know you’ve only just arrived, but I have some…private matters to discuss with you, if that is all right,” Josef continues, his narrow eyes shifting back and forth between the men flanking Mr. Sanford. “Very well.” The elderly man nods to his two enforcers, who step aside to give him privacy. He cradles his hands behind his back, his stature impressive for his age. His discerning eyes fall on Josef. “What is the matter?” Josef leans closer. “It’s here, sir. It’s here in this very house.” There is a quiet pause between the two men, and then Carl Sanford smiles. ÆÆNo experience is earned for this prologue. ÆÆIn your Campaign Log, record X pieces of evidence were left behind. X is the total number of clues on Act 1a—“The Disappearance.” ÆÆReturn each of the player cards used in this scenario to the collection. ÆÆEach player chooses an investigator from the standard pool of investigators and assembles his or her investigator deck, as usual. ÆÆProceed to Scenario I: The Witching Hour.

6 Intro 3: The woman smirks. “Yes, in a sense, I suppose it is,” she Scenario I: The Witching Hour responds. With a single swift motion, she picks up each of the cards displayed before you, save for The Tower card, and shuffles them back Intro 1: It is a breezy November evening in Arkham—the perfect night into the deck. “The cards only reveal and advise. They cannot influence or for a walk through Independence Square, or so you had thought, up impose.” She locks eyes with you, and her smile vanishes from her face. “In until the moment Anna Kaslow offered to tell your fortune. You agreed, other words, though your fate is not set in stone, I assure you the danger though you would soon come to regret this decision. For each of the you face is not ‘bullshit.’ It is real.” Her eyes narrow. “It is very real.” cards the Romani soothsayer draws from her deck, she weaves a tale of despair and misfortune. Judgment. Temperance. Justice. The Hermit. The ÆÆIn your Campaign Log, record you have rejected your fate. Add Hanged Man. The Hierophant. The Lovers. The Chariot. The Wheel of 2  tokens to the chaos bag for the remainder of the campaign. Fortune. To complete her tale, Anna draws the top card and lays it in the ÆÆProceed to Intro 4. center of the formation. Dominating the old, worn card is the ominous image of a towering construct of black onyx. A hellish storm rages over Intro 4: Silence hangs in the air as you peer into The Tower card. The the tower, lightning coursing through the dark clouds. It reads: THE world around you dissolves into emptiness as your eyes fixate on the onyx TOWER · XVI. Even if the rest of the reading had gone swimmingly, the tower. Rolling thunder echoes in the distance. “Do you understand now?” sight of the center card would have sent a shiver down your spine. As it Anna asks. There is no other sign of the soothsayer: only her strained stands now, it feels more like the closing of a casket over your body. voice. A bolt of lightning streaks across the sky. “Do you see your fate before you, as I do?” “You did tell me to give it to you straight,” the soothsayer says. She sits cross-legged in front of you, wearing a stony, grim expression. From Another resounding crack of thunder, and you are suddenly awake. Icy her unwavering gaze and her cold eyes, you can tell Anna derives no rain pelts your body, soaking you through to the bone. You are lying in the satisfaction from this reading. “Simple misfortune is the least of your mud beside a wooded trail, and there is no other soul in sight… concerns,” she explains. “This is a matter oflife and death.” She motions to the cards surrounding The Tower—each of them laid in the reverse Setup position—and stares at them intently. “Arrayed against you is everything Æ Gather all cards from the following encounter sets: The that you cannot see. You alone stand in their way,” she says enigmatically. Æ Æ Witching Hour, Anette’s , City of Sins, , Ancient ÆThe lead investigator must decide (choose one): Evils, Striking Fear, and The Devourer Below. These sets are ==“What can I do to avoid this fate?” Proceed to Intro 2. indicated by the following icons: ==“This is bullshit.” Skip to Intro 3.

Intro 2: The woman nods and draws the top card of the deck with a steady hand, revealing it to you without looking at it herself. Depicted on the card is a single wooden , surrounded by a pattern of broken stained glass. It reads: ACE OF RODS. “You must be ready to act,” she When gathering The Devourer Below encounter set, only gather advises. “Without hesitation. Without regret. When the opportunity the 6 Arkham Woods locations. Do not gather any of the other arises, you must set into motion the events that will change this fate.” cards from that encounter set. Æ  Æ In your Campaign Log, record you have accepted your fate. Add 2 Æ tokens to the chaos bag for the remainder of the campaign. ÆGather all cards from the Agents of Azathoth and Agents of Shub- Æ Niggurath encounter sets. Set these encounter sets aside, out of ÆBefore drawing his or her opening hand for this scenario, the lead play. These sets are indicated by the following icons: investigator searches the collection for 1 copy of The Tower · XVI and 1 copy of Ace of Rods and adds each of them to his or her deck, if able. The lead investigator has earned these cards. They do not count toward his or her deck size. (If one or both of these cards are not available, skip this step.) ÆÆSkip to Intro 4. 7 ÆÆPut 5 Witch-Haunted Woods locations into play as follows: ==In player order, each investigator puts 1 random Witch- DO NOT READ Haunted Woods location into play in front of him or her, until there are exactly 5 Witch-Haunted Woods locations until the end of the scenario in play (see “Lost and Separated,” below). For example: In If no resolution was reached because each investigator a 1-player game, there should be 5 Witch-Haunted Woods in was defeated, and it was act 1, 2, or 3 when the scenario front of that investigator. In a 2-player game, there should be 3 ended: Go to Resolution 3. Witch-Haunted Woods in front of the lead investigator and 2 Witch-Haunted Woods in front of the other investigator. In a If no resolution was reached because each investigator 3-player game, there should be 2 Witch-Haunted Woods in front was defeated, and it was act 4 when the scenario ended: of the lead investigator, 2 Witch-Haunted Woods in front of the Go to Resolution 4. next investigator, and 1 Witch-Haunted Woods in front of the final Resolution 1: Despite her wounds, the leader of the coven investigator. In a 4-player game, there should be 2 Witch-Haunted rises to her feet. More of the hooded figures emerge from the Woods in front of the lead investigator, and 1 Witch-Haunted tree line, eager to defend their leader. “Interloper!” one calls Woods in front of each other investigator. you, pulling off her hood and pointing a gnarled wooden rod ==Remove each other Witch-Haunted Woods from the game. in your direction. Her bright-red hair glows in the firelight, embers dancing about her extended hand. “They’re the ones ==Each investigator begins play at one of the locations in front from before, High Priestess: the ones who interfered with our of him or her, chosen at random. great work.” ÆÆSet the following cards aside, out of play: each of the Arkham The “High Priestess” holds up a single hand, and a hush falls Woods locations and Anette Mason. over the other witches. “As always, I admire your perseverance, ÆÆShuffle the remainder of the encounter cards to build the sister. But I do not believe these are the ones you speak of,” encounter deck. she replies to the red-haired accuser. You lower your weapons as several of the hooded figures approach and surround their Lost and Separated leader. They begin chanting in a soft tone as they examine her wounds. The red-haired witch crosses her arms and watches During this scenario, the investigators begin play separated and cut you with a hard glare, her gaze never straying far from you. off from one another. This is represented by locations entering play “I am Anette,” says the leader of the coven, “and these are my “in front of” each investigator (placed just above their play area). sisters. Tell me: Who are you, and why are you here?” Act 1a—“Lost in the Woods” has the text: “Locations in front of You explain how you awoke in the woods, how you were you are connected to one another.” This text means that regardless attacked by terrible creatures, and how you came to the of location/connection symbols, the locations in front of you center of this circle in order to break the spell surrounding the are considered to be connected to one another, and enemies and woods. Anette’s eyes narrow as she hears your story. “That is investigators may move between them. Locations remain connected impossible. The circle was closed. None could enter the woods to one another via their location/connection symbols, as well. while we were completing our spell.” She grits her teeth. “You However, Lost in the Woods also has the text: “You cannot enter must go at once. This is not your place.” locations in front of other investigators.” This means that you cannot “But, High Priestess!—” the red-haired witch exclaims, only move to a location in front of another investigator, even if the two to be interrupted by Anette’s gaze. The two lock eyes, a battle locations are connected or if you are moving via a card effect. Note of wills that quickly proves Anette victorious. that this restriction does not apply to enemies, who are free to move between connected locations regardless of which investigator those locations are in front of.

8 “Stand down, Erynn,” Anette says with a firm, motherly tone, The red-haired witch lowers her rod as the High Priestess as though admonishing a child. She turns her attention back approaches you, her arms crossed. She watches you with a to you as the witch named Erynn lowers her head in defeat. hard glare, her gaze never straying far from you. “I am Anette, “Go. You’ve broken the spell, just as you desired. You can leave and these are my sisters,” she says. “Tell me: who are you, and the woods now. But I give you one final warning: cross us why are you here?” again, and we will not be so merciful.” You explain how you awoke in the woods, how you were You begin to protest, but before you are able to utter a single attacked by terrible creatures, and how you came to the word, a dark gale snuffs out the fire at the center of the clearing. center of this circle in order to break the spell surrounding the Shadows from beyond the tree line suddenly twist and coil into woods. Anette’s eyes narrow as she hears your story. “That is the clearing, tugging at the edges of the witches’ cloaks. One impossible. The circle was closed. None could enter the woods by one, the shadows twist and pull each of the witches into the while we were completing our spell.” She grits her teeth. “You darkness beyond. In moments, they are gone. You are left with must go at once. This is not your place.” only the soft glow of moonlight to guide you home. “But, High Priestess!—” the red-haired witch exclaims, only ÆÆIn your Campaign Log, record the witches’ spell to be interrupted by Anette’s gaze. The two lock eyes, a battle of was broken. wills that quickly proves Anette victorious. ÆÆIn your Campaign Log, under “Mementos “Stand down, Erynn,” Anette says with a firm, motherly tone, Discovered,” record Mesmerizing Flute and Ritual as though admonishing a child. She turns her attention back to Components. Each investigator earns 1 bonus you as the witch named Erynn lowers her head in defeat. “Go. experience, as he or she gains insight into Arkham’s You’ve broken the spell, just as you desired. You can leave the mysterious past. woods now. But I give you one final warning: cross us again, ÆÆEach investigator earns experience equal to the and we will not be so merciful.” Victory X value of each card in the victory display. You begin to protest, but before you are able to utter a single Resolution 2: With the spell broken, the hooded figures word, a dark gale snuffs out the fire at the center of the clearing. turn their attention to you. More of them emerge from the tree Shadows from beyond the tree line suddenly twist and coil into line, eager to take vengeance upon you for destroying their the clearing, tugging at the edges of the witches’ cloaks. One plans. “Interloper!” one of them calls you, pulling off her hood by one, the shadows twist and pull each of the witches into the and pointing a gnarled wooden rod in your direction. Her darkness beyond. In moments, they are gone. You are left with bright-red hair glows in the firelight, embers dancing about only the soft glow of moonlight to guide you home. her extended hand. “You will not escape this time!” she cries, ÆÆIn your Campaign Log, record the witches’ spell prepared to strike you down. was broken. “Stop!” the leader of the coven yells in a commanding voice, ÆÆIn your Campaign Log, under “Mementos holding up her hand. The red-haired accuser stops in her tracks, Discovered,” record Mesmerizing Flute and Scrap and there is a sudden stillness in the clearing around the circle. of Torn Shadow. Each investigator earns 1 bonus “But High Priestess,” the witch persists, “they’re the ones from experience, as he or she gains insight into Arkham’s before. The ones who interfered with our great work.” mysterious past. Æ The High Priestess places a hand on the red-haired witch’s ÆEach investigator earns experience equal to the shoulder. “As always, I admire your perseverance, sister. But Victory X value of each card in the victory display. I do not believe these are the ones you speak of,” she replies.

9 Resolution 3: You collapse to the ground in exhaustion, Resolution 4: You collapse to the ground in exhaustion, your your head swimming with otherworldly voices and the high- head swimming with otherworldly voices and the high-pitched pitched piping of a hundred discordant flutes. Your entire piping of a hundred discordant flutes. The sensation fades body rattles with the sensation. Blood trickles from your ears, as the circle’s leader approaches, her powerful form looming and tears well in your eyes. You try to crawl to safety, but it is over you. “We cannot allow the spell to fail. Take them to the to no avail. The piping only grows in volume, the discordant edge of the woods and make sure we are not interrupted,” she cacophony shattering your eardrums and turning your commands several of the other hooded women. They grab you thoughts to sludge. Eventually, after what feels like hours, by the arms and hoist you up, dragging you away from the weariness claims your consciousness. central clearing. You try to resist, but your limbs are numb When you next awaken, it is by the side of Hangman’s Brook, and sluggish, and the cacophony of sound and sensations where a small child is shaking you vigorously by the shoulders. assaulting your mind has turned your thoughts to sludge. “Get back here; don’t touch them!” the child’s mother calls to Eventually, after what feels like hours, you are hurled to the the boy, and he recoils from you. Considering the state you’re ground, and weariness claims your consciousness. in, you wouldn’t be surprised if she thought you some kind of When you next awaken, it is by the side of Hangman’s Brook, rummy. You brush some of the caked dirt off of your coat and where a small child is shaking you vigorously by the shoulders. rise begrudgingly to your feet, wandering toward Uptown. “Get back here; don’t touch them!” the child’s mother calls to ÆÆIn your Campaign Log, record the witches’ spell the boy, and he recoils from you. Considering the state you’re was cast. in, you wouldn’t be surprised if she thought you some kind of rummy. You brush some of the caked dirt off of your coat and ÆÆCheck the act deck. rise begrudgingly to your feet, wandering toward Uptown. ==If it was act 1 or 2 when the scenario ended, no ÆÆIn your Campaign Log, record the witches’ spell record is made. was cast. ==If it was act 3 when the scenario ended, in your ÆÆIn your Campaign Log, under “Mementos Campaign Log, under “Mementos Discovered,” Discovered,” record Mesmerizing Flute. Each record Mesmerizing Flute. Each investigator earns investigator earns 1 bonus experience, as he or she 1 bonus experience, as he or she gains insight into gains insight into Arkham’s mysterious past. Arkham’s mysterious past. ÆÆEach investigator earns experience equal to the ÆÆEach investigator earns experience equal to the Victory X value of each card in the victory display. Victory X value of each card in the victory display.

10 Scenario II: At Death’s Doorstep T he Silver Twilight Lodge requests the pleasure of your company on the evening of November Four Missing, Whereabouts Unknown the twenty-ninth at eight o’clock at the estate of Josef Ekhard Meiger, Esq. for the benefit of The Fairchild Foundation Residents of French Hill are still in a tizzy after the sudden disappearance of several guests and house staff from the home of Mr. As you prepare for the night ahead, you cannot help but wonder: Are Josef Meiger during the night of the annual Silver Twilight charity you taking action to remedy your fate, as the soothsayer advised? Or are gala last Sunday. “We are absolutely baffled as to how this could have you walking willingly into the jaws of a grim destiny? happened,” said Mr. Meiger the day after the disappearances. “That Proceed to Setup. said, we are confident that Sheriff Engle and the Arkham Police will do their due diligence in finding the missing persons.” There is still no evidence whatsoever as to the whereabouts of Miss Gavriella Mizrah, Mr. Jerome Davids, Mr. Valentino Rivas, and Mrs. Standalone Mode Penny White, all of whom vanished halfway through the event and have not been seen since. The police are offering a substantial reward If you are playing in Standalone Mode and do not wish to for any person or persons who come forward with information refer to any other setups or resolutions, you may use the related to these disappearances. When asked whether the police were information below when setting up this scenario: considering the case a homicide, Sheriff Engle had this to say: “There’s ÆÆAssemble the chaos bag using the following tokens: no reason to suspect foul play is involved just yet. However, given +1, 0, 0, –1, –1, –2, –2, –3, –4, , , , , , . the circumstances, we have to consider every possibility.” No other ÆÆAll 4 profiles are “crossed off” in your Campaign Log. attendees have come forward with statements concerning the gala, which seemed to finish without a hitch despite the disappearances. ÆÆNo pieces of evidence were left behind. So far, none of the prominent members of the Silver Twilight Lodge have expressed any concern about the Lodge’s upcoming benefit dinner, which was recently moved to the same location: Josef Meiger’s estate in French Hill. “I am certain that this event will Setup be a smashing success,” Mr. Meiger told the Arkham Advertiser in an interview yesterday. “There is no reason for the fair residents of ÆÆGather all cards from the following encounter sets: At Death’s Arkham to worry.” Doorstep, Silver Twilight Lodge, Spectral Predators, Trapped Spirits, Inexorable Fate, and Chilling Cold. These sets are –Minnie Klein indicated by the following icons: You fold up the newspaper and shove it aside on your desk, examining the other files you’ve collected over the last few days concerning the missing persons. It has been several days since your experience in the ÆÆSet the Realm of Death and The Watcher encounter sets aside, woods. You have tried to put it all out of mind, but it is impossible. out of play. These sets are indicated by the following icons: Every night, you dream of a nameless place in the void of space, a faint discordant melody of hypnotizing flutes pulling you forward. Now there are others disappearing from the town without a trace. The disappearances dance along the edges of your thoughts. No reason to ÆÆSet the seven Spectral locations aside, out of play. worry, you ponder, turning the man’s words over in your head. You ÆÆSet the Josef Meiger enemy aside, out of play. think of the card reader and her warning, and you wonder if you are = simply imagining devils where there are none. Regardless, there is only =Note: This card is double-sided and has a story card on its other one way to know for sure. You pick up the invitation, examining the side. For the best experience, do not look at the other side unless silver-embossed stationary and perfect calligraphy. an effect instructs you to do so. 11 ÆÆPut each of the seven non-Spectral locations into play (Entry Replacing Locations Hall, Victorian Halls, Trophy Room, Billiards Room, Master Bedroom, Balcony, and Office). Each investigator begins play in Throughout this scenario, you may be instructed to swap set-aside the Entry Hall. (See suggested location placement, below.) locations with existing ones. When a location is swapped with one ÆÆCheck the “Missing Persons” section of the Campaign Log: that is already in play, it takes its place. All tokens, attachments, investigators, enemies, and other cards at the former location are ==Place 6 clues on the Entry Hall if Gavriella Mizrah’s profile is considered to now be at the new location (attached cards remain not crossed off. attached, for example). No game element is considered to have ==Place 6 clues on the Office if Jerome Davids’s profile is not moved during such a swap. crossed off. ==Place 6 clues on the Billiards Room if Valentino Rivas’s profile is not crossed off. ==Place 6 clues on the Balcony if Penny White’s profile is not crossed off. ==As evenly as possible, remove a total number Office of clues from the above locations equal to the number of pieces of evidence that were left behind in your Campaign Log. ÆÆShuffle the remainder of the encounter cards to LOCATION Suggested Location Placement Each Silver Twilight enemy in the Office loses aloof.

build the encounter deck. Atop a steep staircase leading to the manor’s third floor, far from the hustle and bustle of the party below, a solitary oak door stands sentry, guarding Mr. Meiger’s closest secrets.

Illus. Yoann Boissonnet © 2018 FFG

Billiards Room Trophy Room Victorian Halls Master Bedroom Balcony

LOCATION LOCATION LOCATION LOCATION LOCATION

From outside this room, you can hear the telltale clacking of Even the hallways of this manor are luxurious, decorated This unmarked door is large and well polished, set in a billiard balls clattering against one another, along with idle Flanking this door are two deer heads mounted along the with thick rugs, bizarre artwork, and uncanny statues shaped corner of the upstairs hallway out of view of guests and other An open glass door leads onto the balcony outside the estate’s chatter and laughter. wall, set almost as though they are guarding its entrance. from scrap metal. Rays of sunlight shine through the curtains prying eyes. master bedroom. as the sun sets over Arkham outside.

Illus. Yoann Boissonnet © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG Illus. Jose Vega © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG

Entry Hall

The Mortal Realm

LOCATION Note: This scenario’s setup only uses the Clearly, whatever business Josef Meiger has his hands in, it’s doing well. A soft red carpet guides you deeper into the opulent hall, flanked by small statues of marble and ivory. seven locations without the Spectral trait. Each Above, a glimmering chandelier casts a brilliant shine along the polished floor and wooden stairs. of the Spectral locations should be set aside.

Illus. Logan Feliciano © 2018 FFG

12 Interlude I: A Record of Those Lost If Penny White’s profile is not crossed off and there Do not read this interlude unless you are instructed to do so. are no clues on the Balcony, read the following: Check the “Missing Persons” section of your Campaign Log. In The balcony outside Josef Meiger’s bedroom overlooks the order, read the sections below for each of the characters whose rainy streets and somber spires of French Hill. According to profile is not crossed off. eyewitnesses, Penny was last seen entering Josef’s bedroom, presumably to tidy it up, or perhaps to look for one of his personal belongings. The cigarette butt on the floor of the If Gavriella Mizrah’s profile is not crossed off and balcony tells a different story. Penny came here for a break, and there are no clues on the Entry Hall, read the following: judging from how busy the rest of the staff is, it was probably The entry hall to the manor is beautifully decorated, but you a much-needed one. If she had been in any danger, could she find it odd that the grand staircase’s wooden balustrade has been have climbed or jumped down from the balcony? You peer over recently repaired and, by the looks of it, hastily so. While nobody is the edge. It’s possible, but unlikely. A fall from here could break looking, you follow the handrail up and down the stairs until you a leg, or worse. She likely would have retreated back into the spot what you are looking for: several splinters of wood, perhaps manor, where she could have called for help...only, nobody saw dislodged by a bullet. You ascend the staircase once more and her exit from the bedroom. Something doesn’t add up. You tuck position yourself where one would need to be standing in order to the cigarette butt into your coat pocket, hoping it’s actually a fire such a shot. After a moment of observation, a faint glimmer lead and not a wild goose chase. near one of the decorative ferns on the second floor catches your Under “Missing Persons,” next to Penny White’s profile, eye. There, you find proof: a bullet casing from a .45 handgun. A record the investigators are on Penny’s trail. gun was indeed fired in the entry hall of the manor—but if that is true, how did nobody hear the shots? Under “Missing Persons,” next to Gavriella Mizrah’s profile, record the investigators are on Gavriella’s trail. If Valentino Rivas’s profile is not crossed off and there are no clues on the Billiards Room, read the following: Tracing Valentino’s steps isn’t difficult. As the guest of honor (and life of the party, from what you hear) there was always If Jerome Davids’s profile is not crossed off and a crowd around him. This makes the story that he “vanished there are no clues on the Office, read the following: when they weren’t looking” all the more unbelievable. In the Josef Meiger’s personal office is pretty tidy for somebody billiards room, where Valentino was last seen, you corner whose personal secretary just went missing. Perhaps he’s just Adam Gensler, the man he was playing billiards with just a fastidious person...or perhaps he’s been scrubbing evidence before his disappearance. “Look, I already told the cops and of some wrongdoing. You find nothing of note in any of Josef’s the reporters what I saw,” he explains, fidgeting and tapping files, but after some perusing, you realize there is one place you his toes repeatedly. “Tino and I were playing billiards, I looked haven’t checked: the trash. Rooting through the garbage bin away, next thing I know he’s gone,” he insists angrily, returning yields fruit. Near the bottom is a small pocket journal belonging to his billiards game. “Now where is that damned one ball?” he to Jerome Davids, probably tossed there carelessly by the cleaning mutters. It might be nothing, but it looks like Valentino wasn’t staff. You turn to the last page. There, Jerome had recorded a list the only thing to go missing that night. of names, perhaps transcribed from Josef’s records. You don’t Under “Missing Persons,” next to Valentino Rivas’s profile, know what it means yet, but it must be important. record the investigators are on Valentino’s trail. Under “Missing Persons,” next to Jerome Davids’s profile, record the investigators are on Jerome’s trail. Once each relevant entry has been read, advance to act 1b. 13 for some reason. Regardless, you weren’t able to find much DO NOT READ information about the four disappearances, and you doubt until the end of the scenario you ever will. Perhaps it was nothing, after all.

If no resolution was reached (each investigator ÆÆIn your Campaign Log, record the investigators learned resigned or was defeated) and it was act 1 when the nothing of the Lodge’s schemes. scenario ended: Go to Resolution 2. ÆÆEach investigator earns experience equal to the If no resolution was reached (each investigator Victory X value of each card in the victory display. resigned or was defeated) and it was act 2 when the ÆÆSkip Interlude II: The Price of Progress, and scenario ended: Go to Resolution 3. proceed directly to Scenario III: The Secret Name. If no resolution was reached (each investigator Resolution 3: You flee toward the manor’s entry hall, but the resigned or was defeated) and it was act 3 when the wall of spectral mist still blocks your way. Emerging from the scenario ended: Go to Resolution 1. mist are several ghostly faces and arms, writhing and screaming Resolution 1: As soon as you emerge onto the patio, you in torment. You turn and are confronted by the empty visage are surrounded by grim men in trench coats. Several of them of the hooded Watcher. Before you even realize your doom, the reach into their coat pockets: a warning not to do anything too creature’s ethereal body is swirling and swooping through the hasty. Before any threats can be fulfilled, the silence is broken air as though composed of mist itself. The creature reconstitutes by an icy voice. “Now gentlemen, there is no need for that.” before you, and its charred hand grips your throat, holding you The men withdraw to reveal an elderly man you recognize aloft with tremendous strength. You kick and dig your nails into as Carl Sanford, the president of the Silver Twilight Lodge. the creature’s hand, struggling with the ferocity of a cornered Despite the dangerous situation, his expression is almost animal, but it is no use. The last thing you see is the red glare of too casual. The complete lack of fear in his posture and his the thing’s eyes as it drills into your mind. actions suggests a confidence backed by substantial power. ÆÆIn your Campaign Log, record the investigators are His bodyguards take several steps back, allowing you to speak never seen or heard from again. with Mr. Sanford in private. ÆÆEach investigator who resigned earns experience equal ÆÆIn your Campaign Log, record the investigators escaped to the Victory X value of each card in the victory display. the spectral realm. ÆÆEach investigator who has not resigned is killed. ÆÆEach investigator earns experience equal to the If there are not enough investigators in the pool of Victory X value of each card in the victory display. available investigators to continue the campaign, the ÆÆProceed to Interlude II: The Price of Progress. campaign is over, and the players lose. Each player whose investigator has been killed must choose a new Resolution 2: You head out of the manor and are embraced investigator from the pool of available investigators. by the brisk evening air. Your investigation has left you exhausted and strangely paranoid. Something about that ÆÆSkip Interlude II: The Price of Progress, and event felt peculiar to you, though you aren’t sure why. proceed directly to Scenario III: The Secret Name. Although the guests seemed oblivious, you noticed that the staff was sweaty and jittery, and the Lodge members seemed tense as well. More than once, you noticed their gaze drawn to you, watching your every move. If you didn’t know any better, you’d think the Silver Twilight Lodge was having you tailed

14 “I hope you understand that our organization only seeks the betterment Interlude II: The Price of Progress of humankind. There are harsh truths that lie beyond our five senses,” If at least one of the investigators has the Silver Twilight trait, Mr. Sanford says, his expression grim. “If we are to survive and prosper, proceed to The Price of Progress 1. we must adapt. We must learn. We must understand. That is what our order seeks to achieve—a greater understanding of the world around Otherwise, skip to The Price of Progress 2. us. A worthy pursuit, don’t you agree?” The Price of Progress 1: “Ah, it’s you. I did not expect you to be here, ÆÆCheck the Silver Twilight enemies in the victory display and though perhaps I should have,” Mr. Sanford says with a hint of surprise beneath the Entry Hall. in his voice. “I regret that you had to be involved in this unfortunate = affair. I did not plan for you to be a part of any of this.” You narrow your =If Josef Meiger is in the victory display, proceed to The Price eyes. You suspect fortune had nothing to do with it. You ask him what will of Progress 4. happen to those still trapped inside. “Human progress requires sacrifice,” ==If Josef Meiger is beneath the Entry Hall, skip to The Price he recites stoically. “It is lamentable when that sacrifice is in blood, but of Progress 5. the price in lamentation does not outweigh the yield of our labor.” ==If neither of the above is true, and the number of Silver Skip to The Price of Progress 3. Twilight enemies in the victory display is equal to or greater The Price of Progress 2: “I regret that we must meet under such... than the number beneath the Entry Hall, proceed to The unfortunate circumstances,” Mr. Sanford says offhandedly. You narrow Price of Progress 4. your eyes. You suspect fortune had nothing to do with it. You ask ==If none of the above are true, and there are more Silver him what will happen to those still trapped inside. “Human progress Twilight enemies beneath the Entry Hall than in the victory requires sacrifice,” he recites stoically. “It is lamentable when that display, skip to The Price of Progress 6. sacrifice is in blood, but the price in lamentation does not outweigh the The Price of Progress 4: Before you can reply, one of Sanford’s men yield of our labor.” emerges from the house behind you. He sheathes a long silver blade as Proceed to The Price of Progress 3. he addresses Mr. Sanford. “There is no sign of Josef inside, sir.” The man The Price of Progress 3: You didn’t come here to listen to Mr. eyes you suspiciously, keeping his hand on the hilt of his sword. His Sanford proselytize about sacrifice. You came here for answers. You posture reminds you of that of a knight, stoic and rigidly disciplined. demand an explanation, but the elderly man cuts you off with a scowl. “I see,” Sanford replies. He closes his eyes and takes a deep breath before “Yes, yes. You speak of the incident last week. That was the creature’s continuing. “A great loss for our order, but one we anticipated. Gather first manifestation, and the arrival of the dark mist, which you the Lodge’s belongings from inside the estate, and I will deal with the encountered inside.” He glances at the front door to the manor and consequences.” The knight nods and heads back inside. Carl’s cold clears his throat. “The Lodge was not involved in the disappearances blue eyes turn back toward you. “As for you, I would ask you to leave that occurred that night,” he explains after a short pause. “But we this place at once. You have done enough harm as it is.” Before you couldn’t exactly go to the police and tell them a creature made of mist can protest, he commands the other men nearby to escort you off the kidnapped four people in Mr. Meiger’s household, could we? So, we had premises, and you have little choice but to comply. to take matters into our own hands. We suspected that creature was ÆÆIn your Campaign Log, record Josef disappeared into the mist. drawn to the crowd, so we recreated the incident in order to understand Æ what happened—to discern its motives.” The decision to host another ÆIn your Campaign Log, record the investigators are enemies of event at Mr. Meiger’s estate so soon after the disappearances makes the Lodge. sense to you now. As much as you hate to admit it, there is some logic to ÆÆThe story continues in Scenario III: The Secret Name. the plan the Lodge put into action, although you don’t particularly like being used as bait. Who knows how many innocent bystanders were put in mortal danger? Even if the goal was noble, was it worth the sacrifice?

15 The Price of Progress 5: You consider Mr. Sanford’s words carefully. The Price of Progress 7: Mr. Sanford scowls, returning his hand to his You believe that he is telling the truth, but you’re not sure if the ends justify side and narrowing his gaze. “I see. I cannot say I am not disappointed. his means. Before you can reply, Josef steps forward. “I believe our new I thought you would be insightful enough to see the value in working comrades understand the value of working together,” he says politely, together. But I realize now that my confidence was misplaced.” He sighs standing at your side. “They could have escaped on their own, but they and gazes past you, toward Josef’s manor. “Very well. The Lodge will stayed behind to make sure members of the Lodge were safe. Surely we are handle this problem on our own. Return to your state of ignorance. But of the same mind.” I warn you: do not get in our way. I am not an enemy you want to have.” “Courage is not the same as sacrifice, Josef,” Carl Sanford intones Before you can protest, Sanford commands the other men nearby to patiently. “Do they have the will to do what is truly right for all of escort you off the premises, and you have little choice but to comply. humanity?” The elderly man turns his attention back to you, his cold eyes ÆÆIn your Campaign Log, record the investigators are enemies of glinting in the moonlight. He approaches calmly, extending his hand. the Lodge. “Regardless, you have experienced firsthand the danger that we all face. ÆÆThe story continues in Scenario III: The Secret Name. Join us, and we can face it together. With our knowledge combined, we can protect Arkham from this threat.” The Price of Progress 8: You shake Mr. Sanford’s hand. His grip is Æ cold, but strong. The other members of the Lodge seem to relax around ÆIn your Campaign Log, record the investigators rescued Josef. you. “We will do great works together, my friends,” says Sanford. “Great ÆÆEach investigator earns 2 bonus experience, as he or she gains works indeed.” insight into the inner workings of the Silver Twilight Lodge. ÆÆIn your Campaign Log, record the investigators are members of ÆÆThe investigators must decide (choose one): the Lodge. Add 1  token to the chaos bag for the remainder of ==“I refuse to be a part of this.” Skip to The Price of Progress .7 the campaign. Æ ==“I agree.” Skip to The Price of Progress 8. ÆThe story continues in Scenario III: The Secret Name. ==“I agree.” (You are lying.) Skip to The Price of Progress .9 The Price of Progress 9: You shake Mr. Sanford’s hand. His grip is cold, but strong. The other members of the Lodge seem to relax around The Price of Progress 6: You consider Mr. Sanford’s words carefully. you. “We will do great works together, my friends,” says Sanford. “Great You believe that he is telling the truth, but you’re not sure if the ends justify works indeed.” But out of the corner of your eye, you see one of the his means. Before you can reply, Josef Meiger emerges from the house Lodge’s enforcers gripping his weapon a little tighter. behind you, flanked by two guards wearing expensive suits. One wields Æ a long silver blade as he stands guard. The other observes the situation ÆIn your Campaign Log, record the investigators are members of  vigilantly, keeping one hand on the grip of a revolver holstered at his side. the Lodge. Add 1 token to the chaos bag for the remainder of Josef recognizes you and addresses you curtly. “You have been poking your the campaign. head where you don’t belong,” he threatens, narrowing his dark eyes. ÆÆIn your Campaign Log, record the investigators are deceiving “Stay your tongue, Josef,” Sanford interjects. He approaches calmly, the Lodge. extending his hand toward you. “You have experienced firsthand the ÆÆThe story continues in Scenario III: The Secret Name. danger that we all face. Join us, and we can face it together. With our knowledge combined, we can protect Arkham from this threat.” ÆÆIn your Campaign Log, record Josef is alive and well. ÆÆThe investigators must decide (choose one): ==“I refuse to be a part of this.” Skip to The Price of Progress .7 ==“I agree.” Skip to The Price of Progress 8. ==“I agree.” (You are lying.) Skip to The Price of Progress .9

16 DO NOT READ unless “You are Being Hunted” You are startled from your reverie by the sensation of something crawling up your chest, an icy hand that clasps around your throat. It grips until your breath is trapped and your windpipe starts to crack. Only there is nothing there—just a chilly draft entering the room through the open window. The wind shrill, whistling wind rattles your window frame, penetrating the safety of your home. It almost sounds like the dissonant notes of a dreadful flute: a mindless, haunting music that fills you with inexplicable terror. You rush to the window and slam it shut, hands trembling. Still, the thin, discordant notes echo around you. This can’t be real, you think. Not here, not now. But denial provides no asylum. The cold creeps its way up your back once again. A thin, grey mist pours into the room, seeping beneath your front door and through the cracks around your window. It crawls along the ground and coils slowly around your ankles, sending shivers up your body. You run into your bedroom, slam the door, and lock it. A few seconds of respite are all you receive before the invader resumes its assault. Over and over, a heavy force slams against the door, shaking the entire room. You press against the door, trying to hold it shut. With each pounding crash, dark mist seeps through cracks appearing in the wood. With a final crash, the door shatters. You are hurled back, landing not on the floor but in a cloud of mist, gripped by a hundred spectral arms that cling into your flesh and tear you limb from limb. NO!—That can’t be right. You are here, reading this very text. A wave of relief washes over you as you realize it is all in your head. Even so, the words compel your mind to torment you with visions of a macabre death. You find yourself glancing at your window, searching for dark mist that is not there. What if the text is trying to tell you something? Maybe—no, that’s impossible. “Real or imagined, your fate approaches all the same.”

17 You nod. Everyone in Arkham has at least some passing knowledge of Scenario III: the witch whose supposedly haunts the old condemned “Witch House” in French Hill. Most believe her to be a work of fiction; a tall The Secret Name tale meant to scare young children away from the decrepit house. Mr. Check Campaign Log. Sanford’s steely gaze and humorless tone makes it clear to you that this is not the case. “Perhaps this Anette is a true descendant of Keziah, or ÆÆIf the investigators are members of the perhaps she is simply using her name. In any event, I believe these events Lodge, proceed to Intro 1. are connected. To that end, I have a task for you, on behalf of the Silver ÆÆIf the investigators are enemies of the Lodge, Twilight Lodge.” Carl Sanford rises to his feet, using his cane more for skip to Intro 4. show than for balance. You rise as well, ready to perform whatever duties are necessary to get to the bottom of this mystery. ÆÆIf the investigators learned nothing of the Lodge’s schemes, skip to Intro 5. “We need as much information about this coven as we can obtain. If there is any place that will have these answers, it is the house where Æ If the investigators are never seen or heard from again, skip to Æ Keziah herself lived all those years ago.” You nod in agreement—there Intro 6. are too many questions you need answered. What spell were the witches Intro 1: The upstairs study of the Silver Twilight Lodge is cozy, if casting that night in the woods? What is their motive? And what is their a little cramped. The floor is covered in a plush carpet, and several connection to the creature that kidnapped those four unfortunate souls? comfortable sofas and small round tables fill the warmly lit room. You shake Mr. Sanford’s hand and depart for the Witch House. Portraits of world-weary Lodge members line the walls around you. In your Campaign Log, record the investigators told the Lodge about Carl Sanford, president of the Lodge, sits across from you, idly swirling the coven. Add 1  token to the chaos bag for the remainder of the a glass of Merlot in his wrinkled hand. campaign. Skip to Setup. “The Silver Twilight Lodge pursues knowledge that can help us elevate Intro 3: You shake your head. You’re not sure if the events that took our understanding of the universe,” Mr. Sanford explains, pausing place in the woods are connected, or if they even really happened— to take a sip from his wine. “The creature you encountered in Josef some part of you still believes it was all a strange dream. Mr. Sanford Meiger’s estate—its appearance is not the only peculiar happening in examines you with a cold, piercing glare. You get the feeling that he is Arkham as of late. Tell me: have you experienced anything else recently looking directly through you. “Very well,” he says. “Out of curiosity, does that might be connected to these events?” the name ‘Keziah Mason’ mean anything to you?” The investigators must decide (choose one): You nod. Everyone in Arkham has at least some passing knowledge of ÆÆTell the Lodge of the witches in the woods. Proceed to Intro 2. the witch whose ghost supposedly haunts the old condemned “Witch ÆÆTell him you know of no possible connection. (You are lying.) Skip House” in French Hill. Most believe her to be a work of fiction; a tall to Intro 3. tale meant to scare young children away from the decrepit house. Mr. Sanford’s steely gaze and humorless tone makes it clear to you that this Intro 2: You tell Mr. Sanford about your experience last week—waking is not the case. He motions to an old, worn tome which lies on the table up in the middle of the woods, the strange mist that weaved throughout in front of you, open to a page filled with strange inscriptions and arcane the trees, the witches and their spell. He leans forward and listens intently glyphs. “I believe the creature you encountered in Josef’s manor is tied as you explain the night’s strange events, your memories still somewhat to Keziah and the secret knowledge she possessed. See for yourself.” You of a haze. You conclude your story, and the elderly man considers your pick up the tome and examine the markings on the page closely. words. “Interesting,” he says at last. “I know of this coven. They are led by a witch named Anette Mason. Their magic is no trivial thing. They have passed down arcane secrets that can manipulate the energies of the universe. It is dangerous knowledge they possess—knowledge I believe they derived from a powerful witch who fled from Salem over two hundred years ago. Does the name ‘Keziah’ mean anything to you?” 18 If at least one of the investigators is a Mystic (), read the sidebar accused were executed by hanging or burning, guilty and innocent alike. below. Otherwise, it all looks like gibberish to you; skip this sidebar. But there was one witch whose infamy rose above the rest, and whose mystical power was never in question: Keziah Mason. You recognize the name as the ghost who supposedly haunts the old (): The markings on the tome form the basis for Witch House in French Hill. You had always thought her to be a work some kind of spell or ritual. It involves calling out to the dead of fiction; a tall tale meant to scare young children away from the – beseeching them for power, for secrets, or perhaps for aid. But condemned house. But the Historical Society’s records indicate that who was beseeching whom, and for what purpose? Keziah was a real person: a powerful witch who had fled from Salem over two hundred years ago. You are no stranger to real witchcraft. If Keziah Mason has anything to “To this end, I have a task for you, on behalf of the Silver Twilight do with the coven you encountered in the woods, you must discover that Lodge.” Carl Sanford rises to his feet, using his cane more for show connection. You leave the manor and head toward French Hill, where than for balance. You rise as well, ready to perform whatever duties are the Witch House awaits… necessary to get to the bottom of this mystery. Skip to Setup. “We need as much information about this creature as we can obtain. If there is any place that will have these answers, it is the house where Intro 5: Your lead regarding the Silver Twilight Lodge’s charity gala Keziah herself lived all those years ago.” You nod in agreement—there turned out to be a bust, but Anna Kaslow’s reading still plays out over are too many questions you need answered. Perhaps this is connected to and over in your mind. You cannot help but feel as though you are the spell the witches were casting that night in the woods, after all. If so, missing a piece of this puzzle—something you can use to avoid the dire what is their motive? And what does this have to do with the creature fate the tarot reader described. Turning your attention back to the coven that kidnapped those four unfortunate souls? You nod to Mr. Sanford of witches you encountered in the woods last week, you travel to the and depart for the Witch House. manor of the Arkham Historical Society in Southside. Perhaps there is some piece of information you have overlooked that will shed light on In your Campaign Log, record the investigators hid their knowledge of their identity, or their motives. the coven. Skip to Setup. As you enter, one of the Historical Society’s many researchers greets Intro 4: After your confrontation with the president of the Silver you and asks if she can help in any way. You give a cursory description Twilight Lodge, you travel to the manor of the Arkham Historical of the information you’re looking for; just enough that she can direct Society in Southside. You are positive that the events you experienced you where to look, but vague enough to leave your motives at the door. in the woods last week have something to do with the creature that “I don’t know why you are researching such morbid affairs, but the kidnapped those four unfortunate souls. It’s just a hunch—a feeling records you are looking for should be in the library on the third floor,” that crawls along the back of your neck, imploring you to look away— the researcher says. but you’re sure that everything is connected. You’re just not sure how. You thank her and head to the third floor, where you begin to study As you enter, one of the Historical Society’s many researchers greets the history of witchcraft in Arkham. In the late 17th century, Arkham you and asks if she can help in any way. You give a cursory description was one of the New England towns caught up in the hysteria of witch of the information you’re looking for; just enough that she can direct trials. Accusations of witchcraft spread like wildfire, and many of the you where to look, but vague enough to leave your motives at the door. accused were executed by hanging or burning, guilty and innocent alike. “I don’t know why you are researching such morbid affairs, but the But there was one witch whose infamy rose above the rest, and whose records you are looking for should be in the library on the third floor,” mystical power was never in question: Keziah Mason. the researcher says. You recognize the name as the ghost who supposedly haunts the old You thank her and head to the third floor, where you begin to study Witch House in French Hill. You had always thought her to be a work the history of witchcraft in Arkham. In the late 17th century, Arkham of fiction; a tall tale meant to scare young children away from the was one of the New England towns caught up in the hysteria of witch condemned house. But the Historical Society’s records indicate that trials. Accusations of witchcraft spread like wildfire, and many of the 19 Keziah was a real person: a powerful witch who had fled from Salem over two hundred years ago. Standalone Mode You are no stranger to real witchcraft. If Keziah Mason has anything to do with the coven you encountered in the woods, you must discover that If you are playing in Standalone Mode and do not wish to connection. You leave the manor and head toward French Hill, where refer to any other setups or resolutions, you may use the the Witch House awaits… information below when setting up this scenario: Skip to Setup. ÆÆAssemble the chaos bag using the following tokens:       Intro 6: You pin the newspaper article up on your wall along with +1, 0, 0, –1, –1, –2, –2, –3, –4, , , , , , . the rest of the evidence you’ve found. Whatever is happening in Josef ÆÆThe investigators are enemies of the Lodge. Meiger’s manor, it’s getting out of hand. First, there were the four disappearances on the twenty-second, at the Silver Twilight Lodge’s annual charity gala. Now more have gone missing after a second event at the same estate. Is the Lodge somehow involved? Why else would they Setup move this dinner to Mr. Meiger’s estate? ÆÆGather all cards from the following encounter sets: The Secret That’s not the only headline, either. Strange sightings have been Name, City of Sins, Inexorable Fate, Realm of Death, Witchcraft, occuring throughout the city: ghostly figures, an ashen mist, and and Rats. These sets are indicated by the following icons: a hunched, cloaked figure whose identity is hotly debated by the community. The name on the tips of everybody’s tongues is Keziah Mason—the ghost who supposedly haunts the old Witch House in French Hill. You had always thought her to be a work of fiction; a ÆÆPut Moldy Halls, Walter Gilman’s Room, and the three tall tale meant to scare young children away from the condemned Decrepit Door locations into play. Each investigator begins play house. But with all of the disappearances and odd sightings occuring in the Moldy Halls. (See suggested location placement below.) throughout town, you’re not so sure. Perhaps there is something to this ÆÆSet the seven “Unknown Places” locations aside as a separate old ghost story, after all. “Unknown Places Deck.” To do this, perform the following: Proceed to Setup. ==Shuffle the Unknown Places with Witch House Ruins on its revealed side and three other random Unknown Places locations together to form the bottom four cards of the Unknown Places Deck, unrevealed side faceup. ==Then, place the other three Unknown Places locations on top, in a random order. All seven cards of the Unknown Places deck should be showing only the unrevealed side, so the players do not know which of the Unknown Places is the Witch House Ruins. ÆÆSet the following cards aside, out of play: Nahab, Site of the Sacrifice, Keziah’s Room, The Black Book, both copies of Strange Geometry, and both copies of Ghostly Presence. ÆÆ Shuffle the remainder of the encounter cards to build the encounter deck.

20 Suggested Location Placement Multi-class Cards

Walter Gilman’s Room Some of the new player cards in this mythos pack belong to more than one class—Guardian (), Seeker (), Rogue (), Mystic (), or Survivor ().

Tennessee Sour Mash 3 Enchanted Blade Scroll of Secrets 3 1 ASSET ASSET 3 ASSET Grisly Totem ASSET .45 Thompson LOCATION Witch House. 6

The door to Walter Gilman’s room is locked. ASSET As an additional cost to enter Walter Gilman’s room, investigators in the Moldy Halls must spend 1  clues, as a group. For whatever reason, this room was kept locked even after the building was condemned. You wonder where the key might be.

Item. Illicit. Item. Relic. Weapon. Melee. Item. Tome. Uses (3 charges). Uses (2 supplies).   : Fight. After you commit a card to a skill test, exhaust Illus. Yoann Boissonnet © 2018 FFG Uses (3 secrets). Exhaust Tennessee Sour Mash and spend You get +1  forGrisly this attack.Totem: ThatAs an Item.card Charm.gains another instance of 1 supply: You get +2  for a skilladditional test on a cost to initiate this ability, you may  Exhaust Scroll of Secrets and spend 1 secret: spend 1 charge to empowerone the of blade. its skill If youicons do, of your choice. Item. Weapon. Firearm.Look Illicit. at the bottom card of any treacheryinvestigator’s card. deck You get +2  and deal  you get +1  and deal +1 damage for this attack. or the encounter deck. Then, either Discarddiscard Tennesseethat Sour Mash: Fight. You get We should have thrown it back immediately. Uses (5 ammo). card, add it to its owner’s hand, +3place  itfor on this the attack. But how could we have known?  Spend 1 ammo: Fight. bottom of its deck, or place it on the top of its deck. +1 damage for this attack. Used by both gangsters and police officers, the fully 116 Illus. Tiziano Baracchi automatic Thompsonaccuracy submachine and high volume gun wasof fire.favored due to its Illus. Greg Bobrowski © 2018 FFG 117 Illus. © 1152018 FFG © 2018 EthanFFG Patrick Harris Decrepit Door Moldy Halls Decrepit Door Illus. Matthew Cowdery 118 © 2018 FFG © 2018 FFG

Robert Laskey 119 Illus. These cards can be identified by their gold color and by the presence of multiple class icons instead of one. A multi-class card is a card of

LOCATION LOCATION LOCATION each of those classes, and is not a neutral card. A multi-class card can Witch House. Witch House. Witch House.

As you enter the Witch House, you are immediately struck be included in an investigator’s deck if that investigator has access to There are no markings or clues which would inform as to who by the musty, stale air. The timber smells of decay and There are no markings or clues which would inform as to who this room once belonged to—only the stench of mold and the mold. Paper peels off the walls. It is no wonder this house this room once belonged to—only the stench of mold and the sound of rats scampering on the other side. was condemned. sound of rats scampering on the other side. either of that card’s classes.

Illus. Yoann Boissonnet © 2018 FFG Illus. Robert Laskey © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG 1 Scroll of Secrets 1 ScrollASSET of Secrets Decrepit Door

ASSET For example: Scroll of Secrets is a level 0 multi-class card which bears both a Seeker and a Mystic class icon. It is LOCATION Item. Tome. Witch House. Uses (3 secrets). therefore a level 0 Seeker card and a  There are no markings or clues which would inform as to who Exhaust Scroll of Secrets and spend 1 secret: this room once belonged to—only the stench of mold and the Look at the bottom card of any investigator’s deck level 0 Mystic card. It is not a neutral sound of rats scampering on the other side. or the encounter deck. Then, either discard that card, add it to its owner’s hand, place it on the bottom of its deck, or place it on the top of its deck. card. Any investigator who has access

Illus. Yoann Boissonnet © 2018 FFG to either level 0 Seeker cards or level

Illus. Matthew Cowdery © 2018 FFG 116 0 Mystic cards can include Scroll of Secrets in his or her deck. For example, Diana Stanley could include Scroll of Secrets in her deck, even though she does not have access to Seeker cards. If an investigator has limited access to one of the classes on a multiclass card and unlimited access to one of the other classes on that card, it will still occupy one of the investigator’s limited slots unless their deckbuilding options contains the word “other” in it.

Item. Tome. Uses (3 secrets). 21  Exhaust Scroll of Secrets and spend 1 secret: Look at the bottom card of any investigator’s deck or the encounter deck. Then, either discard that card, add it to its owner’s hand, place it on the bottom of its deck, or place it on the top of its deck.

Illus. Matthew Cowdery © 2018 FFG 116 investigator chooses to include The Black Book in DO NOT READ his or her deck, add 1  token to the chaos bag for until the end of the scenario the remainder of the campaign. = If no resolution was reached (each investigator =If it was act 3 when the scenario ended, in your resigned or was defeated): Flashes of vision spark your Campaign Log, under “Mementos Discovered,” memory as you are dragged along the dirty wooden floor. A record Gilman’s Journal and Keziah’s Formulae. foul ceremony—the house—Nahab—a rhythmic chant— Additionally, any one investigator may choose to the spiraling black vortex—a dark revelry—the Primal add The Black Book story asset to his or her deck. Chaos—a child’s cries—a writhing tunnel inside your chest. This card does not count toward that investigator’s Æ deck size. If an investigator chooses to include The ÆProceed to Resolution 1. Black Book in his or her deck, add 1  token to the Resolution 1: You awaken in the muddy lawn at the base of chaos bag for the remainder of the campaign. some crooked wooden steps, the front door of the Witch House Resolution 2: When you come to, you are lying on the wooden looming above you. Every fiber of your being is filled with floor of Walter Gilman’s room. The trappings of Keziah’s foul regret. You know you have failed to prevent something awful, practices are nowhere to be found, nor is the fanged, bearded rat though you are not sure exactly what. The evidence of your – Keziah’s “ familiar,” as you now understand. Just as you are eyes and ears suggests what you saw inside the Witch House about to rise to your feet, you spot something glinting in a corner was not concurrent with here and now. Regardless, you’ve of the room. Crawling underneath Gilman’s bed, you reach learned several things about Keziah Mason, the witch who out and grab the trinket. It is a worn nickel crucifix, similar once inhabited this old and forsaken house. With your spirit to the ones you saw in the loomfixer’s room. You shove it into diminished and your body aching, this information will have your pocket before leaving the troubling room and its strange to suffice. You dare not venture back into this infernal house. angles behind. You’ve learned as much as you care to uncover ÆÆEach investigator earns experience equal to the about Keziah Mason, the witch who once inhabited this old and Victory X value of each card in the victory display. forsaken house. As you step out into the chilly November air, you ==If Brown Jenkin was defeated at least once during turn and take one last look at the decrepit Witch House. You this scenario, each investigator earns 1 bonus fear that though you may never enter this place again, in your experience. thoughts and your dreams, you will never truly leave it behind. Æ ==If Nahab was defeated at least once during ÆEach investigator earns experience equal to the this scenario, each investigator earns 1 bonus Victory X value of each card in the victory display. experience. Each investigator earns 2 bonus experience as he or she gains insight into Arkham’s mysterious past. ÆÆCheck the act deck. ÆÆIn your Campaign Log, under “Mementos ==If it was act 1 when the scenario ended, no Discovered,” record Gilman’s Journal, Keziah’s additional record is made. Formulae, and Worn Crucifix. ==If it was act 2 when the scenario ended, in your ÆÆAny one investigator may choose to add The Black Campaign Log, under “Mementos Discovered,” Book story asset to his or her deck. This card does record Gilman’s Journal. Additionally, any one not count toward that investigator’s deck size. If an investigator may choose to add The Black Book investigator chooses to include The Black Book in his story asset to his or her deck. This card does not or her deck, add 1  token to the chaos bag for the count toward that investigator’s deck size. If an remainder of the campaign.

22 Scenario IV: Setup ÆÆGather all cards from the following encounter sets: The Wages of The Wages of Sin Sin, Anette’s Coven, City of Sins, Inexorable Fate, Realm of Death, Ever since your encounter with the ghost in the Trapped Spirits, and Witchcraft. These sets are indicated by the Witch House, you have been forced to reconsider following icons:

everything you know about life and death.

Keziah Mason died over two hundred years ago,

but her spirit remains in the spectral mist­—the

same mist you encountered in Josef Meiger’s manor. One question lingers in your mind as you consider the events that have transpired: ÆÆSet The Watcher encounter set aside, out of play. This encounter Does Keziah’s spirit linger because of the mist, or is the mist caused by set is indicated by the following icon: her presence? Which is the disease, and which the symptom? The more you delve into Arkham’s history of witchcraft and Æ Randomly choose one of the two The Gallows locations, one persecution, the more restless you become. Night after night, you are Æ of the two Heretics’ Graves locations, one of the two Chapel assaulted by terrible dreams—dreams of death and decay, of guilt Attic locations, and one of the two Chapel Crypt locations, and and sin. There is an evil that dwells in this city, an evil that has long put them into play. Remove the other versions of The Gallows, remained hidden in the darkness of Arkham’s past. What’s worse, your Heretics’ Graves, Chapel Attic, and Chapel Crypt from the game. inquiry has reached an impasse. You believe that if you can find the Then, put Haunted Fields, Abandoned Chapel, and Hangman’s coven of witches you saw in the woods that fateful night, you might be Brook into play (see suggested location placement, below). able to learn more about Keziah Mason or of this unspoken evil. ==These locations have revealed versions on both sides. One As you go through your morning routine, your eyes drift across one side has the Spectral trait, and one side does not. When of the smaller headlines of today’s newspaper: “Ghost Sightings on putting these locations into play, use the revealed sides Hangman’s Hill? Residents of Uptown claim to have seen human without the Spectral trait. shapes in the thick fog emanating from Hangman’s Brook…” It = couldn’t be a coincidence, could it? =Each investigator begins play in Hangman’s Brook. Then the realization dawns on you—if it is witches you seek, the only ÆÆSet the four Spectral Web assets aside, out of play. place you can be certain to find them is six feet underground, in the place ÆÆShuffle the six Heretic enemies and set aside four of them, at where professed witches were executed all those years ago. Searching for random. Remove the other two copies from the game. These specters in a graveyard may not be your safest bet, but you’re not sure one cards are double-sided and have story cards on their reverse can stay safe in this city anymore. side. For the best experience, do not look at the story cards on their other side. ÆÆThis scenario utilizes two separate encounter decks. ==Separate each of the remaining cards with the Spectral trait and shuffle them together tobuild the spectral encounter deck (see “The Spectral Encounter Deck,” below). ==Shuffle each of the remaining non-Spectral cards together to build the standard encounter deck.

23 The Spectral Encounter Deck Standalone Mode During the setup of this scenario, two encounter decks are constructed: a “standard” encounter deck and a “spectral” If you are playing in Standalone Mode and do not wish to encounter deck. Generally speaking, whenever an investigator refer to any other setups or resolutions, you may use the would interact with the encounter deck, that investigator should information below when setting up this scenario: use the standard encounter deck. Æ Assemble the chaos bag using the following tokens: Æ However, at a certain point during this scenario, locations may        +1, 0, 0, –1, –1, –2, –2, –3, –4, , , , , , , . flip over to theirSpectral side. While an investigator is at a ÆÆThree mementos are listed under “Mementos location with the Spectral trait, that investigator should use the Discovered.” spectral encounter deck instead of the standard encounter deck for all purposes, unless otherwise noted. This includes drawing cards from the encounter deck, as well as searching, looking at, revealing, or otherwise interacting with the encounter deck (or encounter discard pile) in any way. This also includes abilities that trigger when the encounter deck runs out of cards. If an effect specifically refers to the standard encounter deck or spectral encounter deck, it interacts with the specified deck regardless of the investigator’s location. Each of the two encounter decks have their own discard pile. Whenever a card with the Spectral trait would be discarded, it is placed in the discard pile for the spectral encounter deck. All other encounter cards are discarded to the discard pile for the standard encounter deck. Note: Flipping a location over from one side to another during this scenario does not “reveal” the new location.

24 Suggested Location Placement for “The Wages of Sin”

The Gallows Chapel Attic

3 LOCATION 0 4 LOCATION 0

The Gallows gets +1 shroud for each Witch Forced – After you draw a non-weakness card enemy in play. from your deck while at Chapel Attic: Place that card facedown beneath Chapel Attic, out of play. The gallows were decommissioned in 1901 after the execution of serial murderer Piper Thomassan. Even so, the wooden  After you successfully investigate Chapel Attic: platform still stands atop Hangman’s Hill, a memorial to the Add each card beneath it to its owner’s hand. brutality of humankind.

Illus. Emilio Rodriguez © 2018 FFG 9/40 169a Illus. Dual Brush Studios © 2018 FFG 15/40 175a

Heretics’ Graves Haunted Fields Abandoned Chapel Chapel Crypt

  7 LOCATION 0 3 LOCATION 2 2 LOCATION 2 6 LOCATION 0

While investigating Heretics’ Graves, Each Spectral enemy at Haunted Fields gets During the mythos phase, each investigator While there are no ready enemies at Chapel add your  value to your skill value for the +1 horror value. in Abandoned Chapel gets –1 to each skill. Crypt, it gets –3 shroud. investigation. Few creatures call the wooded fields surrounding Hangman’s This old, broken‑down chapel has been abandoned for several A narrow stone staircase guides you deep below the chapel, Only witches and criminals occupy these graves. Their Hill home. Patches of dark, pointed witchweed blossoms have choked out all other flora, and wisps of thin grey decades now. Perhaps once it was a place of sanctity. These where those of good repute were given “proper” burials. In a far tombstones have been left unmarked so as to forever erase the days it is only a source of sober melancholy. corner of the room, a strange, dusty contraption is connected to memory of their foul deeds. fog seep through the air, like long fingers reaching out for something to grasp. one of the coffins, as dead as everything else in this room. Victory 1. Victory 1.

Illus. Emilio Rodriguez © 2018 FFG 11/40 171a Illus. Dual Brush Studios © 2018 FFG 7/40 167a Illus. Stanislav Dikolenko © 2018 FFG 8/40 168a Illus. Jose Vega © 2018 FFG 13/40 173a

Hangman’s Brook

 4 LOCATION 1

: Resign. “Whose bright idea was this, anyway?” Originating from a natural spring near the peak of Hangman’s Hill, the narrow, shallow brook fills the surrounding woods with a quiet, peaceful babbling. The brook winds down the hill southward, forming the western border of Arkham’s Uptown district.

Illus. Dual Brush Studios © 2018 FFG 6/40 166a

25 Resolution 2: Resigned to your fate, you fall to your knees. DO NOT READ The mist parts. Time slows to a crawl as the watcher emerges. until the end of the scenario Its spectral form glides along the ground, approaching with the slow surety of a ticking clock. You close your eyes, unwilling to If no resolution was reached because each investigator look upon your killer. Your fingers dig into your palm, and you resigned: Proceed to Resolution 1. brace yourself. If no resolution was reached because each investigator The moment passes. was defeated: Proceed to Resolution 2. When you open your eyes again, the creature is gone, along Resolution 1: Rays of faded sunlight stream through the with the spectral mist. haze, and the unnatural mist finally recedes. As it does, Hangman’s Hill returns to its original state. No other spiteful …Have you been spared? emerge to haunt you, and the witches who summoned ÆÆIn your Campaign Log, record the investigators survived them have retreated into the shadows once more. You hope the watcher’s embrace. that you have done enough to prevent the rest of Arkham to ÆÆIn your Campaign Log, record X heretics were succumbing to this horror. unleashed unto Arkham. X is the number of Heretic ÆÆIn your Campaign Log, record X heretics were enemies in play. (If it is act 1, instead record 4 heretics unleashed unto Arkham. X is the number of Heretic were unleashed unto Arkham.) enemies in play. (If it is act 1, instead record 4 heretics ==If X is 3 or less, under “Mementos Discovered,” were unleashed unto Arkham.) record Wisp of Spectral Mist. ==If X is 3 or less, under “Mementos Discovered,” ÆÆEach investigator earns experience equal to the record Wisp of Spectral Mist. Victory X value of each card in the victory display. ÆÆEach investigator earns experience equal to the Victory X value of each card in the victory display.

26 Intro 3: The creature that appeared at the Lodge’s charity gala is Scenario V: clearly not bound to Josef Meiger’s manor, which means the horrors you’ve experienced could be just the start of something much worse. For the Greater Good You’re not sure why just yet, but you know the Silver Twilight Lodge Intro 1: Ever since your brush with death at is connected to the creature in some way. Perhaps it’s time to pay the Hangman’s Hill, the situation in Arkham has Lodge a visit—with or without their permission. only worsened. In the days since, there have Skip to Setup. been more reports of “ghost sightings” and even Intro 4: You can’t help but wonder if you missed something important several more disappearances. A thin layer of in the home of Josef Meiger. The four disappearances that occurred grey mist lingers over the streets at all hours, at the Lodge’s charity gala could not have been a coincidence. If those day and night. As soon as the sun begins to victims encountered a creature like the one you saw at the graveyard, set each evening, doors are shut and locked. the horrors you’ve experienced could be just the start of something Without truly realizing why, very few people dare venture out at night. much worse. You’re not sure why just yet, but you are sure that the Silver Some businesses have even closed their doors to customers during the Twilight Lodge is connected to these events in some way. Perhaps it’s day, citing “poor weather.” Things are getting out of hand. time to pay the Lodge a visit—with or without their permission. Check Campaign Log. Skip to Setup. Æ ÆIf the investigators are members of the Lodge, proceed to Intro 2. Intro 5: Too many disappearances have occurred at Josef Meiger’s ÆÆIf the investigators are enemies of the Lodge, skip to Intro 3. estate for it to be a coincidence: first, the four victims at the charity ÆÆIf the investigators learned nothing of the Lodge’s schemes, skip to gala, then the ones who attended the benefit dinner one week later. If Intro 4. they encountered a creature like the one you saw at the graveyard, the Æ horrors you’ve experienced could be just the start of something much ÆIf the investigators are never seen or heard from again, skip to worse. You’re not sure why just yet, but you are sure that the Silver Intro 5. Twilight Lodge is connected to these events in some way. Perhaps it’s Intro 2: The creature that appeared at the Lodge’s charity gala is time to pay the Lodge a visit—with or without their permission. clearly not bound to Josef Meiger’s manor, which means the horrors Proceed to Setup. you’ve experienced could be just the start of something much worse. It is time to report your findings to the Silver Twilight Lodge. Perhaps they can help interpret the knowledge you’ve gathered, and inform you as to Standalone Mode what your next step should be. With their help, you may be able to save Arkham… If you are playing in Standalone Mode and do not wish Check Campaign Log. If the investigators are deceiving the Lodge, to refer to any other setup/resolutions, you may use the read the sidebar below. Otherwise, skip this sidebar. information below when setting up and playing this scenario:

…though you suspect the Lodge has other interests. ÆÆAssemble the chaos bag using the following tokens: The Lodge clearly knows more about what is happening +1, 0, 0, –1, –1, –2, –2, –3, –4, , , , , , , . than they care to admit. There is a sinister purpose that lurks ÆÆThe investigators must decide (choose one): beneath the surface of the Lodge, and you intend to discover ==The investigators are members of the Lodge. what that purpose is. ==The investigators are not members of the Lodge.

Skip to Setup.

27 Setup ÆÆSet the following cards aside, out of play: the Puzzle Box asset, the Summoned Beast enemy, the August Lindquist asset, and ÆÆGather all cards from the following encounter sets: For the the double‑sided Nathan Wick enemy. Greater Good, City of Sins, Silver Twilight Lodge, Ancient Evils, ÆÆSet 1  token, 1  token, 1  token, and 1  token aside, out Dark Cult, and Locked Doors. These sets are indicated by the of play. These tokens should be taken from your collection, not following icons: from your chaos bag. These tokens are keys.(See “Keys” on next page.) Æ Æ ÆShuffle the remainder of the encounter cards to build the ÆCheck Campaign Log. If the investigators are members of the encounter deck. Lodge, perform the following: ==When constructing the act deck, use Act 1a—“Warm Keys Welcome” and remove Act 1a—“Infiltrating the Lodge”  from the game. The setup of this scenario instructs the players to set aside1 token, 1  token, 1  token, and 1  token, as keys. These keys are never = =Put the versions of Lodge Gates, Lobby, and Lodge Cellar placed in the chaos bag and do not act as traditional chaos tokens. with the (We’ve Been Expecting You) subtitle into play. Instead, they represent keys which investigators can recover and use Remove the other versions of those locations from the game. throughout the scenario. = =Search the gathered encounter sets for the following cards, Keys can enter play via several different card effects, and are usually and remove them from the game: 3 copies of Acolyte, 1 placed on an enemy, location, or story asset. Keys can be acquired in copy of Wizard of the Order, 2 copies of Knight of the Inner one of three ways: Circle, and 1 copy of Cell Keeper. Æ Æ ÆIf a location with a key on it has no clues, an investigator can ÆOtherwise, perform the following, instead: take control of its key as a  ability. = =When constructing the act deck, use Act 1a—“Infiltrating ÆÆIf an enemy with a key on it leaves play, the investigator who the Lodge” and remove Act 1a—“Warm Welcome” from the caused that enemy to leave play must take control of its key. (If game. the enemy leaves play through some other means, place its key ==Put the versions of Lodge Gates, Lobby, and Lodge Cellar on its location.) with the (Members Only) subtitle into play. Remove the other ÆÆSome card effects may allow investigators to take control of versions of those locations from the game. keys in other ways. = =Search the gathered encounter sets for the following When an investigator takes control of a key, he or she places that cards, and remove them from the game: 3 copies of Lodge key on his or her investigator card. If an investigator who controls Neophyte, 1 copy of Keeper of Secrets, 2 copies of Knight of 1 or more keys is eliminated, place each of those keys on his or her the Outer Void, and 1 copy of Lodge Jailor. location. As an  ability, an investigator may give any number of ÆÆPut the Lodge Catacombs and the Lounge into play. Each his or her keys to another investigator at the same location. investigator begins play at the Lodge Gates. (See suggested location placement on next page.) Set each other remaining location aside, out of play (Library, Vault, Inner Sanctum, and the 2 Sanctum Doorway locations).

28 Suggested Location Placement

Lodge Gates We’ve Been Expecting You DO NOT READ until the end of the scenario

If no resolution was reached (each investigator LOCATION Lodge. resigned or was defeated): You manage to escape As you approach the gates of the Lodge’s manor in French Hill, you are surprised to see several automobiles parked nearby, in the street. Light shines in several of the windows of the building and flee on foot. As you run, you can hear a the manor. Is there a gathering of some sort here tonight? thunderous rumble coming from the manor. Several others

Illus. Yoann Boissonnet © 2018 FFG burst through the front door behind you, too preoccupied to notice you. One yells to her companions: “Get out and gather Lobby Lodge Cellar We’ve Been Expecting You We’ve Been Expecting You at the Unvisited Isle! We have to perform the binding rite with or without the device!” “What about the guardian?” A man at the gates asks.

LOCATION LOCATION Lodge. Lodge. “It’s no use,” she replies. “Just go!” The entrance to the Silver Twilight Lodge is guarded. You cannot enter the Lobby. Lodge Gates gains: “: Parley. The guards recognize you from the Meiger estate and let you pass. Reveal the Lobby.” Several locked windows along the basement level of the manor reveal the dark cellar within. That is when the screaming begins. A spray of blood The front entrance to the Lodge’s manor is guarded by two men in trenchcoats, who nod to you as you approach. splatters against the basement window. Those who escaped

Illus. Yoann Boissonnet © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG immediately panic and flee.

Lounge Lodge Catacombs You don’t stop or look back. You run until the building has faded behind the dense, grey mist, until you can no longer hear the screams of those still inside, until your legs can barely move.

LOCATION LOCATION Lodge. Lodge. Sanctum. Is this the kind of “sacrifice” the Silver Twilight Lodge believes The door to the catacombs is locked. You cannot enter the Lodge Catacombs unless you As you approach the staircase leading to the second floor control at least 1 (///) key. of the mansion, you smell burning candle wax. It is quiet in making? And if so, what does this mean for the “binding enough that you can hear the gentle crinkling of a page A windowless steel door blocks your way into paths unknown. being turned. You get the feeling this basement is much larger than it appears. rite” they seek to complete at the Unvisited Isle?

Illus. Yoann Boissonnet © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG ÆÆIn your Campaign Log, record the guardian of the trap emerged. ÆÆEach investigator earns experience equal to the Victory X value of each card in the victory display. ÆÆSkip Interlude III: The Inner Circle, and proceed directly to Scenario VI: Union and Disillusion.

29 Resolution 1: Every fiber of your being is stretched as the box Resolution 2: Every fiber of your being is stretched as the pulls you in. However, before it can accomplish its task, the lid is box pulls you in. However, before it can accomplish its task, suddenly slammed shut by an elderly hand. You reel backward you manage to reach out and slam the lid shut. You shudder and collapse as the pulling force ceases. When your senses finally uncontrollably as your senses slowly return to you. This box is return to you, Carl Sanford is standing over you, unflappable more dangerous than you could have imagined. In the hands of as ever. “I see you managed to open the device without defeating the Lodge, it could have been a powerful weapon, though you’re its guardian. How fortunate,” he declares. He examines the not sure what they intended to do with it. Just then, you hear box closely, removing the key and the coin from the container several Lodge members approaching. You quickly shift one of and recognizing them instantly. “I had a feeling you would be a the room’s bookcases aside and hide behind it before they enter valuable asset to the Lodge, but it seems I underestimated your the room. “You’re sure you heard something in here? I don’t see resourcefulness. Perhaps it is time that you learn the truth behind anybody,” one of them says. our organization. I have a feeling you are destined for great “Hm…” the other pauses, presumably inspecting the room for things.” Unexpectedly, Mr. Sanford hands the puzzle box back to signs of intruders. “Must have been nothing.” you, along with the components that unlocked it. “Come with me. There is much to discuss.” “It’s all right. We’re all a bit on edge since the trap box went Æ missing. Come, we don’t want to be late for the ceremony. ÆIn your Campaign Log, record the investigators Tonight is an important night.” Their footfalls become softer discovered how to open the puzzle box. Any one as they depart. The man’s words linger in your thoughts investigator may choose to add the Puzzle Box story momentarily. What did he mean by tonight being an important asset to his or her deck. This card does not count night? This could be just as important as the puzzle box they toward that investigator’s deck size. had been attempting to open. You quietly follow the two men ÆÆEach investigator earns experience equal to the as they head deep into the tunnels beneath the Lodge. You Victory X value of each card in the victory display. struggle to keep up with them while trying to keep your footsteps ÆÆProceed to Interlude III: The Inner Circle. silent on the stone floor of the passageway. Finally, they enter a large door with the familiar three arrows of Silver Twilight emblazoned along its surface. Ritualistic chanting fills the hall from the other side. You approach softly, placing your ear against the door to listen in.

30 “Brothers and sisters,” an elderly voice announces, “thank you Resolution 3: The beast that had emerged from the box was a for coming to this hallowed gathering. The time we have long vicious guardian, slaughtering anyone in its path. Somehow you waited for approaches.” You recognize the man’s voice – it is were able to slay the creature, but the consequences were dire. Carl Sanford, president of the Silver Twilight Lodge. “For many Many Lodge members were gruesomely killed by the creature’s decades, the Order of the Silver Twilight has pursued knowledge rampage before you were able to put it down. Worse, the device it that can elevate humanity. We have defended against threats emerged from was destroyed beyond recognition. You’re not sure to our very existence. We have sacrificed everything for this whether it broke as a result of the beast’s emergence or as a result sacred cause. Now, one of these threats terrorizes our city, and of its death, but either way, it is a regretful outcome. “This didn’t once again we must do what has to be done in order to protect work as planned,” one of the robed members of the Order states it.” The crowd responds with solemn approval. “Tonight, we matter-of-factly as you examine the crushed puzzle box. will complete the ritual we began many nights ago at the center “That’s a hell of an understatement,” another adds. She places of the Unvisited Isle. Tonight, we will finally bind the revenant a hand on your shoulder and gently pulls you away from the and learn what it knows. We must not allow the secrets of remains of the device. “Come on, that’s a lost cause,” she says. AZATHOTH to be lost to those who would do humanity harm.” Her partner ignores your presence and stoically addresses her. The cult replies with a monotone hymn, and you take this “We’ll have to get to the Unvisited Isle and complete the binding opportunity to flee the Lodge before you are discovered. The rite without the trap.” She nods and takes one last look at you conspiracy you have unveiled leaves you with even more before the remaining Lodge members flee the building.Is this questions. If the revenant Mr. Sanford speaks of is what you the kind of “sacrifice” the Silver Twilight Lodge believes in think it is, binding it will surely protect Arkham, as he claims. making? And if so, what does this mean for the “binding rite” But what knowledge do they seek to learn from it?…and what in they seek to complete at the Unvisited Isle? the hell is an “AZATHOTH?” ÆÆIn your Campaign Log, record the guardian of the trap ÆÆIn your Campaign Log, record the investigators emerged and was defeated. discovered how to open the puzzle box. Any one Æ Each investigator earns experience equal to the investigator may choose to add the Puzzle Box story Æ Victory X value of each card in the victory display. asset to his or her deck. This card does not count toward that investigator’s deck size. ÆÆSkip Interlude III: The Inner Circle, and proceed directly to Scenario VI: Union and Disillusion. ÆÆEach investigator earns experience equal to the Victory X value of each card in the victory display. ÆÆSkip Interlude III: The Inner Circle, and proceed directly to Scenario VI: Union and Disillusion.

31 Inner Circle 3: You don’t trust Carl Sanford with these pieces of Interlude III: The Inner Circle evidence. Who knows what he intends to do with them? In the hands of The Inner Circle :1 You have been brought deep into the inner the president of the Silver Twilight Lodge, any one of these items could sanctum, where only the highest-ranking members of the Lodge are be a deadly instrument. You lie, informing him that your investigation allowed. Mr. Sanford explains that the Order of the Silver Twilight is has so far proven fruitless. He clenches his jaw and glares at you for far older and more important than the public-facing Silver Twilight a moment, his cold blue eyes staring daggers into yours. “That is Lodge, and that their knowledge extends into the realm of the arcane disappointing to hear. But perhaps it is my fault; I should not have and the obscure. “For many decades, the Order of the Silver Twilight imposed such a heavy burden on a neophyte to the Order.” has pursued knowledge that can elevate humanity. We have defended Mr. Sanford rises to his feet, and the other members of the Order follow against threats to our very existence. We have sacrificed everything for suit. He addresses the other members of the Inner Circle: “All right. We this sacred cause. Now, one of these threats terrorizes our city, and we have no more time to spare. The ritual must be completed at once. We are the only ones who can stop it. You know the creature I speak of.” You shall use the same site as before—the central pillar of the Unvisited nod in affirmation. Isle, where the barrier between this world and the next is thinnest. It “Here is what we know: it was the witches who brought this is likely that the anomaly will pursue us there, so act with caution.” abomination upon Arkham. We tried to stop their ritual, but Then he turns back to you. “We will require your assistance as well, of unfortunately, we were unsuccessful in binding it. Now it is loose, and course. The device you hold is the key to binding the revenant. You must we must finish what we started before the witches are able to do the use it properly when the time comes. Do you understand?” You nod in same. But first, I understand you may have some information for us, affirmation. Taking a deep breath to steel your nerves, you prepare for as well. Please, hand over what you have found. It is important that we the journey to the Unvisited Isle—a journey toward death itself. collaborate in order to understand this situation.” ÆÆIn your Campaign Log, record the investigators kept their The investigators must decide (choose one): mementos hidden. Æ Proceed to Scenario VI: Union and Disillusion. ÆÆGive Mr. Sanford everything you have found. Proceed to Inner Æ Circle 2. Inner Circle 4: Carl Sanford grins and rises to his feet. “You have proven yourself a loyal asset to our Order. I believe it is time that you ÆÆTell him you have nothing to show. (You are lying.) Skip to Inner ascended to our Inner Circle.” You approach and kneel before Mr. Circle 3. Sanford. He spreads his arms wide and declares, “I hereby appoint to Inner Circle 2: You show Mr. Sanford the evidence you’ve collected. you the rank of Knight of the Inner Circle. Arise once more, knight, and “Hm… Yes, I see. It is as I suspected,” he murmurs as he inspects the stand tall. You are now one of the elite guardians of humanity, keepers trinkets. of the truth, and stewards of the Silver Twilight Order.” Another ÆÆCross off each memento listed under “Mementos Discovered” member of the Order offers you a folded blue robe, and you don it in your Campaign Log. solemnly. “Now, I am sure you have many questions for me. We do not Æ have a lot of time to dawdle, but you deserve answers. What do you ÆCheck Campaign Log. If the investigators rescued Josef and the wish to know?” investigators told the Lodge about the coven, proceed to Inner Circle 4. Otherwise, skip to Inner Circle 5.

32 You may ask up to three questions of Carl Sanford before his patience wears thin. One at a time, in any order, choose and read up Check Campaign Log. You may only ask the to three of the following passages. Then, proceed toInner Circle 6. following question if the investigators survived the watcher’s embrace. “What is the creature?” “…Why are you looking at me like that?” “It is a powerful remnant, left behind from one who perished Mr. Sanford clears his throat. “I… It is nothing,” he lies. long ago. The witches could only have summoned it if they had a strong connection to the soul it once belonged to,” Mr. Sanford Inner Circle 5: Carl Sanford gives the trinkets and strange explains. “It could only be one person: Keziah Mason herself.” components to another member of the Inner Circle, who retrieves them with care and brings them upstairs. “Thank you for your assistance in this matter. We are stronger together than apart; don’t you agree?” “What do you want with the creature?” Mr. Sanford rises to his feet, and the other members of the Order follow “First and foremost, we need to bind it to prevent it from doing suit. He addresses the other members of the Inner Circle: “All right. We further harm. That is of paramount importance. Once it is have no more time to spare. The ritual must be completed at once. We bound, we may be able to learn the secrets it possesses without shall use the same site as before—the central pillar of the Unvisited endangering ourselves or others.” Isle, where the barrier between this world and the next is thinnest. It is likely that the anomaly will pursue us there, so act with caution.” Then he turns back to you. “We will require your assistance as well, of “What do the witches want with the creature?” course. The device you hold is the key to binding the revenant. You must “I am sure they wish to learn its secrets, and draw from its use it properly when the time comes. Do you understand?” You nod in power,” he theorizes, stroking his beard. “Perhaps allow one affirmation. Taking a deep breath to steel your nerves, you prepare for of their own to become possessed by the spirit, and hence gain the journey to the Unvisited Isle—a journey toward death itself. power over life and death itself.” ÆÆProceed to Scenario VI: Union and Disillusion. Inner Circle 6: Mr. Sanford rises to his feet, and the other members of the Order follow suit. He addresses the members of the Inner Circle, “Did you know about the creature before the yourself included: “All right. We have no more time to spare. The ritual charity gala?” must be completed at once. We shall use the same site as before—the “In truth, yes,” Mr. Sanford admits. “But we did not know it central pillar of the Unvisited Isle, where the barrier between this would come to us. After interceding in the witch’s summoning rite, world and the next is thinnest. It is likely that the anomaly will pursue we investigated the spectral mist that was left behind for several us there, so act with caution.” Then he turns directly to you and adds, days. We likely drew too much attention to ourselves, and it was “The device you hold is the key to binding the revenant. I trust you to drawn to our presence. Not necessarily a bad thing, in the end.” use it properly when the time comes.” You and the other members of the circle nod in affirmation. Taking a deep breath to steel your nerves, you prepare for the journey to the Unvisited Isle—a journey toward death “Where are the four missing people from the itself. charity gala?” ÆÆIn your Campaign Log, record the investigators were inducted “God only knows,” Mr. Sanford replies with a sigh. “Taken by into the Inner Circle. the revenant, perhaps. Or swallowed by the mist.” He considers ÆÆProceed to Scenario VI: Union and Disillusion. this for a while, then adds, “I suspect that if they are still alive, they cannot be far from the revenant. For better or for worse, the anomaly seems localized around it.”

33 This is a point of no return—you will not get the chance to change Scenario VI: your mind later. The investigators must decide (choose one): Union and Disillusion ÆÆ“We have to help complete the Lodge’s ritual.” Completing the ritual should bind the Spectral Watcher and prevent it from The Unvisited Isle lies in the midst of the doing any more harm. Miskatonic River, in between two of the bridges ==In your Campaign Log, record that the investigators sided with that span the river and connect the Downtown the Lodge. and Rivertown neighborhoods of Arkham. Overgrown with vines, thorns, and unnatural ==Proceed to Setup. underbrush, the island is home to no residents ÆÆ“We have to stop the Lodge’s ritual.” Disrupting the ritual should and very few fauna. Rows of mysterious stone release the Spectral Watcher’s tether to the mortal realm. pillars stand sentry throughout the island, ==In your Campaign Log, record that the investigators sided with rising high above the treetops. Though many theories abound, none the coven. know for sure what purpose these stone pillars serve, or who built them. Very few dare to venture onto the shores of the enigmatic island, and ==Proceed to Setup. those who do return with strange tales: bonfires in the woods at the darkest hours of night—stone altars with deep carvings impossible Setup to translate—empty woods devoid of life, save for the stark-black ravens and whippoorwills who perch on the tree branches and watch ÆÆGather all cards from the following encounter sets: Union and trespassers with eager eyes. Unfortunately for you, the stakes are too Disillusion, Inexorable Fate, Realm of Death, Spectral Predators, high for you to heed these many warnings. Ancient Evils, and Chilling Cold. These sets are indicated by the following icons: The streets of Arkham are emptier and quieter than you have ever seen them before. A familiar grey mist has enveloped the town. The haze grows denser and thicker the closer you get to the river. You move with Æ haste, not wanting to encounter any others on your way to the site of the ÆSet the following encounter sets aside, out of play: Anette’s ritual, whether they be living or dead. You find several rowboats moored Coven, Silver Twilight Lodge, and The Watcher. These sets are by the docks and climb aboard one of them. With the waters unnaturally indicated by the following icons: still and barely any current carrying the boat, rowing toward the island should be a simple endeavor. Even so, the dense fog makes it difficult for you to get your bearings. Soon, you are completely enclosed by the grey ÆÆPut the Miskatonic River and Forbidding Shore into play. Each mist, unable to see the banks of the river or the coast of the island. Shapes investigator begins play at the Miskatonic River. Then, shuffle emerge from the fog. Ripples appear on the surface of the water. The gaze the 6 Unvisited Isle locations and choose 2 at random to put of the watcher is upon you. into play. Set the rest aside, out of play. (See suggested location placement below.) Just then, a pillar of spectral energy ascends into the sky, clear as day even through the haze. The shapes all turn their attention to this ==Check Campaign Log. If the investigators sided with the coven, beacon, and you sense the watcher’s gaze slipping from your soul. The the braziers at Forbidding Shore and both Unvisited Isle rite has begun. You row faster, using the light to guide you. It is time locations are already lit. Place a resource token on each of to decide once and for all why you have come—are you here to aid the these locations to signify this. (See “Circle / Braziers,” below.) Silver Twilight Lodge? Or to disrupt them? ÆÆSet The Geist-Trap location and the Watcher’s Gaze treachery aside, out of play. ÆÆSearch the collection for Anette Mason(The Circle Undone #57) and Josef Meiger (The Circle Undone #85) and set them aside, out of play. 34 ÆÆCheck the “Missing Persons” section of the Campaign Log. Depending on which characters are crossed off and which are not, perform the following: Standalone Mode ==If Gavriella Mizrah is not crossed off, set the Gavriella If you are playing in Standalone Mode and do not wish Mizrah story asset aside, and place the Gavriella’s Fate story to refer to any other setup/resolutions, you may use the card beneath the scenario reference card. information below when setting up and playing this ==If Penny White is not crossed off, set the Penny White story scenario: asset aside, and place the Penny’s Fate story card beneath the ÆÆAssemble the chaos bag using the following tokens: scenario reference card. +1, 0, 0, –1, –1, –2, –2, –3, –4, , , , , , , . ==If Jerome Davids is not crossed off, set the Jerome Davids ÆÆAll 4 profiles are “crossed off” in your Campaign Log. story asset aside, and place the Jerome’s Fate story card Æ beneath the scenario reference card. ÆThe investigators were not inducted into the Inner Circle, the investigators are not deceiving the Lodge, and Josef is ==If Valentino Rivas is not crossed off, set the Valentino Rivas alive and well. story asset aside, and place the Valentino’s Fate story card beneath the scenario reference card. ==Remove the remainder of the story assets and story cards “Exile” from the Union and Disillusion encounter set from the game. Some player cards must be exiled when they are used. When a ÆÆDepending on the following circumstances, a different version card is exiled, it is removed from the game and returned to your of Acts 3 and 4 should be used in this scenario. Each other collection. During campaign play, a card that has been exiled must version of Act 3 or 4 is removed from the game. be purchased again with experience points (between scenarios) ==Check Campaign Log. If the investigators sided with the Lodge, if you wish to re‑include it in your deck. If exiling 1 or more cards use Act 3—“Beyond the Mist (v. I)” and Act 4—“The Binding would reduce your deck below your investigator’s deck size, when Rite.” purchasing cards between scenarios, you must purchase cards so ==If the investigators sided with the coven, the investigators are that a legal deck size is maintained (when purchasing cards in this deceiving the Lodge, and the investigators were inducted into the manner, you may purchase level 0 cards for 0 experience cost until a Inner Circle, use Act 3—“Beyond the Mist (v. II)” and Act legal deck size is reached). 4—“The Broken Rite.” ==If the above is not true, the investigators sided with the coven, and at least two of the following is true: the investigators are deceiving the Lodge, the investigators hid their knowledge of the coven, or the investigators kept their mementos hidden, use Act 3—“Beyond the Mist (v. III)” and Act 4—“The Broken Rite.” ==If the above is not true and the investigators sided with the coven, use Act 3—“Beyond the Mist (v. IV)” and Act 4—“The Broken Rite.” ÆÆCheck Campaign Log. For each heretic that was unleashed unto Arkham, place 1 doom on agenda 1a. ÆÆShuffle the remainder of the encounter cards to build the encounter deck.

35 Circle / Braziers Suggested Location Placement Throughout this scenario, you will find locations with braziers on them, which can be lit or unlit using the ability with the Circle action Miskatonic River designator on that location. A Circle ability is always used to either light or unlight the brazier on that location, and serves no other function. Lighting braziers is an important step in completing the

LOCATION ritual set up by the Silver Twilight Lodge. Whether you want braziers River.

Your boat sways gently along the current of the rippling lit or unlit depends on whether you plan on aiding the Lodge or water. The river is deep and dark, and you find yourself suddenly wondering how many bodies might lie forgotten thwarting them. along the riverbed, never to be seen again.

ÆÆSkill tests on Circle actions often require an investigator to Illus. Dual Brush Studios © 2018 FFG test multiple skills at once (such as “Test +”). Such a test is considered to be a test of both skill types. Cards with either skill icon may be committed to the test, and both icons are Forbidding Shore considered matching skill icons. ÆÆIf the brazier on a location is lit, place a resource token on that

location to signify that the brazier on that location has been lit. LOCATION Woods.

Æ As you land on the shore of the island, a flock of birds ÆIf the brazier on a location is unlit, remove the resource token chatter from the treetops, admonishing you for your trespass. You intrude nonetheless, ignoring the many warnings and from that location, to signify that the brazier on that location is indicators that you should turn away.

no longer lit. Illus. Frej Agelii © 2018 FFG ÆÆIf a Circle action is unsuccessful, nothing happens.

ÆÆA lit brazier on a location has no game effect on its own, although Unvisited Isle Unvisited Isle other card effects may reference whether or not the brazier on your location is lit. ÆÆA brazier only has two states: lit or unlit. Lighting the brazier

LOCATION LOCATION on a location with an already lit brazier has no effect, as does Woods. Woods. Spectral mist blocks the way. Check Campaign Log. Spectral mist blocks the way. Check Campaign Log. = If the investigators sided with the Lodge, you cannot = If the investigators sided with the Lodge, you cannot enter this location unless the brazier at the enter this location unless the brazier at the unlighting a brazier on a location with no lit brazier. Forbidding Shore is lit. Forbidding Shore is lit. = If the investigators sided with the coven, you cannot = If the investigators sided with the coven, you cannot enter this location unless the brazier at the enter this location unless the brazier at the Forbidding Shore is unlit. Forbidding Shore is unlit.

Illus. Yoann Boissonnet © 2018 FFG Illus. Yoann Boissonnet © 2018 FFG

Note: If the investigators sided with the coven, Forbidding Shore and the 2 Unvisited Isle locations should each begin play with a resource token, to signify that the braziers on those locations are already lit.

36 Resolution 2: You stand tall and declare your loyalty proudly. DO NOT READ The other members of the Order nod in affirmation. Carl until the end of the scenario Sanford will lead mankind to an era of peace, and protect them from the threats of the cosmos. It may take time for society to If no resolution was reached (each investigator resigned adjust, but humanity can only survive if these secrets are in the or was defeated): You barely remember sprinting back to hands of the Order. shore and getting in your rowboat. It is as though you were The witches retreat into the woods, and you are left alone with possessed—by a fit of madness or by a spirit bent only on your brothers and sisters of the Inner Circle. You gather around survival, you cannot say. You are shaken to your senses by the your leader, and as he reads from the New Creed of the Silver powerful gale which sweeps across the river, almost capsizing Twilight Order, he informs you of his plans: of the higher beings your boat. The spectral pillar marking the site of the Lodge’s of the cosmos, of humanity’s ascension, of the Great Old Ones, ritual suddenly bursts outward. Dozens of specters and of life and death, of Azathoth and the End of Everything. Step phantasmal shapes fly across the treetops and glide across by step, the Order plots the future of the Earth, and you will the water. You will never forget their shrieks, like hundreds of become instrumental in the new world order. deathcries sounding at once. ÆÆIn your Campaign Log, record the true work of the Silver Æ Skip to Resolution 5. Æ Twilight Lodge has begun. Resolution 1: The revenant thrashes and writhes in torment, Æ The Silver Twilight Lodge wins the campaign. unable to escape with its connection to the spectral realm torn Æ away. Carl Sanford steps forward, opens a thick leather tome, (Investigators who are truly loyal to the Lodge win the and the ghost’s memories—along with the remainder of its campaign.) form—are unceremoniously pulled into its pages. Resolution 3: Anette is right. Sanford tricked you. This “What have you done?!” Anette yells. Several members of her is what he was after all along. Perhaps he considers this coven surround her. They are embattled, but you have no doubt “protecting humanity,” but the truth is that he has endangered they would lay down their life to protect their high priestess the lives of others over and over again in order to serve his own from harm. greed and lust for power. You shake your head. “What have I done? Why, I have cheated the Devil,” Sanford “A pity,” Mr. Sanford complains, “I thought you were smarter responds with a sinister grin. You notice the words of his tome than this.” You take several steps back, retreating to where the are now glowing with a spectral radiance. “Keziah signed the witches are gathered. Sanford turns to the other members of his Black Book of Azathoth in order to learn the secrets of the Order and points to you. “Kill them,” he commands. universe. A fatal error, in my estimation, for it put her in the “Erynn, give us cover!” Anette barks to the red-haired witch clutches of one far more powerful than she.” He begins to read next to her. The witch nods in response and waves a wooden from the pages as he explains further. “She paid the price, but I rod in front of her, creating a cloud of mist that masks your shall reap the harvest.” presence. “We have to get out of here. Go!” Anette yells. Anette clenches her jaw and turns toward you. “You cannot Your escape is a blur. Robed members of the Silver Twilight cult even begin to fathom the secrets this monster now possesses. Do chase you relentlessly throughout the forsaken woods. You are you truly believe he will use this power for good?” She asks. only barely able to make it back to the shore before they catch The investigators must decide (choose one): up to you. You motion for Anette and the others to join you, but she shakes her head. “We’ll meet again soon.” The edges of ÆÆ“Yes.” Proceed to Resolution 2. You may choose the witches’ cloaks bleed into the night sky, and with a swirl of this option only if the investigators were inducted into darkness, they vanish one by one. the Inner Circle, and cannot choose this option if the Æ In your Campaign Log, record Carl Sanford possesses investigators are deceiving the Lodge. Æ the secrets of the universe. ÆÆ“No.” Skip to Resolution 3. ÆÆSkip to Resolution 8.

37 Resolution 4: Anette approaches, confronting the remnant’s Anette—no, Keziah—turns her attention to you, and her eyes ethereal shell. “Sister! We are the ones who have called you brighten. “You look familiar, child. Come, come. Do not be here from the great beyond.” The shattered revenant turns afraid. You have nothing to fear from me.” She grins wickedly. its attention to Anette, and the rest of her coven watch in Her voice is like knives driving into your soul. You hate to admit anticipation. it, but Sanford is right. You turn and flee with the rest of the “What are you doing, you fool? This spirit is no mere witch!” Lodge, hoping you are fast enough to escape the witch’s magic. Carl Sanford yells out. But it is too late. Anette ignores Mr. Your escape is a blur. Witches and spirits chase you relentlessly Sanford, continuing to speak with the spectral presence. “For throughout the forsaken woods. You are only barely able to years we have suffered injustice after injustice. Share with me make it back to the shore before they catch up to you. Other your secrets, sister. Together, as one mind, body, and soul, we members of the Lodge are perhaps not so fortunate. Having can begin anew.” scattered in many directions, you’re not sure how many of them The ghost reaches out to her with a long, skeletal arm. Anette’s escaped, and you don’t see Carl Sanford anywhere, though you sisters gasp as their high priestess steps forward and kneels suspect he had a plan for this outcome. before the being, offering herself. With a sudden rush of energy, ÆÆIn your Campaign Log, record Anette Mason is possessed the phantom soul is drawn inside Anette. She collapses to the by evil. ground, reeling from the spiritual impact. Her body writhes ÆÆSkip to Resolution 8. in torment, but none of the other witches step forward to help, instead watching with equal parts terror and fascination. Resolution 5: Check Campaign Log. Compare the Finally, Anette rises to her feet, her eyes aglow with mystical following two columns to see which has the most true power. When she speaks, it is not her voice. “Sisters. Rejoice, for statements. I am reborn,” Keziah says. = =The witches’ spell ==The witches’ spell

Carl Sanford taps you with his cane. You were so transfixed by was broken. was cast. the events occurring in front of you that you hadn’t noticed the = =The investigators rescued ==Josef disappeared into Lodge members slinking toward the edges of the clearing. One Josef / Josef is alive and well. the mist. of the Lodge’s inner circle raises a revolver and attempts to fire, but the high priestess simply glares at him, and his arm withers ==1 or fewer heretics were ==2 or more heretics were and rots before your eyes. His gun clatters to the ground and he unleashed unto Arkham. unleashed unto Arkham. makes one final croak before he is nothing but a decayed husk If the left column has more true statements than the right on the ground. “We must leave this place at once,” Sanford says column, proceed to Resolution 6. If the right column has stoically. “This being possesses power over life and death itself. more true statements than the left column, proceed to It will not suffer our presence any longer.” Resolution 7.

38 Resolution 6: When you come to your senses, the wind has You hold your tongue, but in the back of your mind, you suspect subsided and the dark mist has vanished. With the ritual Anette is right. Sanford has tricked you. This is what he was concluded, the island seems to have returned to normal—but after all along. Perhaps he considers this “protecting humanity,” was the ritual successful, or did it fail? You make your way to the but the truth is that he has endangered the lives of others over center of the island to find out what happened. As you arrive, and over again in order to serve his own greed and lust for you find Anette and her coven heavily wounded, and the Lodge power. However, before you can confront Sanford, he turns to stands victorious. Carl Sanford holds a thick leather tome in his the other members of his Order and points to you. “This one is hands, its pages glowing with arcane power. “What have you no longer useful,” he explains. “Kill them all.” done?!” Anette yells. Several members of her coven surround her. “Erynn, give us cover!” Anette barks to the red-haired witch They are embattled, but you have no doubt they would lay down next to her. The witch nods in response and waves a wooden their life to protect their high priestess from harm. rod in front of her, creating a cloud of mist that masks your “What have I done? Why, I have cheated the Devil,” Sanford presence. “We have to get out of here. Go!” Anette yells. responds with a sinister grin. You notice the words of his tome Your escape is a blur. Robed members of the Silver Twilight cult are now glowing with a spectral radiance. “Keziah signed the chase you relentlessly throughout the forsaken woods. You are Black Book of Azathoth in order to learn the secrets of the only barely able to make it back to the shore before they catch universe. A fatal error, in my estimation, for it put her in the up to you. You motion for Anette and the others to join you, clutches of one far more powerful than she.” He begins to read but she shakes her head. “We’ll meet again soon.” The edges of from the pages as he explains further. “She paid the price, but I the witches’ cloaks bleed into the night sky, and with a swirl of shall reap the harvest.” darkness, they vanish one by one. Anette clenches her jaw and turns toward you. “Listen to me. ÆÆIn your Campaign Log, record Carl Sanford possesses You cannot even begin to fathom the secrets this monster now the secrets of the universe. possesses. You must stop him, no matter the cost.” ÆÆSkip to Resolution 8.

39 Resolution 7: When you come to your senses, the wind has Resolution 8: When you finally return to the banks of the subsided and the dark mist has vanished. With the ritual Miskatonic River, you take stock of the situation… concluded, the island seems to have returned to normal—but ÆÆIf an investigator’s deck contains the Puzzle Box card, was the ritual successful, or did it fail? You make your way remove it from that investigator’s deck. to the center of the island to find out what happened. As you arrive, you find Carl Sanford and the other members of his ÆÆCheck the “Missing Persons” section of your Campaign Order heavily wounded, and Anette and her coven stand Log. victorious. Anette stands at the center of the clearing, her eyes ==If Gavriella is alive, any one investigator may choose aglow with mystical power. When she speaks, it is not her voice. to add the Gavriella Mizrah asset to his or her deck. “Sisters. Rejoice, for I am reborn,” Keziah says. She does not count toward that investigator’s deck Carl Sanford taps you with his cane. You were so transfixed by size. Otherwise, next to Gavriella Mizrah’s profile, the events occurring in front of you that you hadn’t noticed the record Gavriella is dead. Lodge members slinking toward the edges of the clearing. One ==If Jerome is alive, any one investigator may choose to of the Lodge’s inner circle raises a revolver and attempts to fire, add the Jerome Davids asset to his or her deck. He but the high priestess simply glares at him, and his arm withers does not count toward that investigator’s deck size. and rots before your eyes. His gun clatters to the ground and he Otherwise, next to Jerome Davids’s profile, record makes one final croak before he is nothing but a decayed husk Jerome is dead. on the ground. “We must leave this place at once,” Sanford says ==If Penny is alive, any one investigator may choose to stoically. “This being possesses power over life and death itself. add the Penny White asset to his or her deck. She It will not suffer our presence any longer.” does not count toward that investigator’s deck size. Anette—no, Keziah—turns her attention to you, and her eyes Otherwise, next to Penny White’s profile, record brighten. “You look familiar, child. Come, come. Do not be Penny is dead. afraid. You have nothing to fear from me.” She grins wickedly. ==If Valentino is alive, any one investigator may choose Her voice is like knives driving into your soul. You hate to admit to add the Valentino Rivas asset to his or her deck. it, but Sanford is right. You turn and flee with the rest of the He does not count toward that investigator’s deck Lodge, hoping you are fast enough to escape the witch’s magic. size. Otherwise, next to Valentino Rivas’s profile, Your escape is a blur. Witches and spirits chase you relentlessly record Valentino is dead. throughout the forsaken woods. You are only barely able to ÆÆEach investigator earns experience equal to the Victory make it back to the shore before they catch up to you. Other X value of each card in the victory display. members of the Lodge are perhaps not so fortunate. Having scattered in many directions, you’re not sure how many of them escaped, and you don’t see Carl Sanford anywhere, though you suspect he had a plan for this outcome. ÆÆIn your Campaign Log, record Anette Mason is possessed by evil. ÆÆProceed to Resolution 8.

40 Intro 4: Before you can answer, Anna turns over the card closest to Scenario VII: her. It depicts a furtive hooded figure with five swords embedded in the ground around it. Others cower and flee before the victorious figure, and In the Clutches of Chaos a maelstrom of dark clouds brew over its head. Above this image, the card reads: FIVE OF SWORDS. “You may feel as though you have been Intro 1: After what you saw at the Unvisited defeated, but you must not give in to despair. The battle may be over, but Isle, your faith in humanity is on thin ice. You your struggle has not yet ended.” Misery catches in your throat. You want feel like a wayward spirit, wandering the streets nothing more than for this nightmare to be over, but Anna’s words ring with no destination in mind. You wish you could true: you know it will not end unless you put an end to it yourself. just return home and forget everything that has happened in the last few weeks, but you know A flash of light burns across the sky, followed swiftly by a resounding that is just a pipe dream. After hours of aimless crack of thunder. The clouds above are not natural. Phantasmal shapes meandering, you snap back to reality when you shift and churn within the mist above. If you listen closely, you can faintly realize you have wandered into Independence hear their howls of pain and sadness drifting on the wind. “It has begun,” Square. A soft breeze carries a trail of brittle leaves across the grass of Anna utters quietly. You rise to your feet, ignoring your exhaustion, your the clearing, drawing your eyes upward. There, sitting amidst a circle of pain, and your fear. autumn-colored leaves, sits Anna Kaslow. Her eyes are closed in a deep Proceed to Setup. trance, her fingers pressed against the temples of her head. Laid out on the grass in front of her is a wool blanket, and on top of that, a circle Setup of overlapping facedown tarot cards. You approach and take a seat in front of the fortune teller. It’s only now that you realize just how sore and ÆÆGather all cards from the following encounter sets: In the tired you are. Every one of your muscles aches with pain, and it takes a Clutches of Chaos, Agents of Azathoth, and Nightgaunts. These significant amount of effort for you to not immediately pass out. sets are indicated by the following icons: Check Campaign Log. ÆÆIf the investigators are never seen or heard from again, proceed to Intro 2. ÆÆRandomly choose one of the two Rivertown locations, one of ÆÆOtherwise, skip to Intro 3. the two Merchant District locations, one of the two French Hill locations, one of the two Uptown locations, one of the two Intro 2: You recognize the soothsayer from your investigation into the Southside locations, and one of the two South Church locations disappearances at Josef Meiger’s manor. It was her advice that led the and put them into play. Remove the other versions of Rivertown, second set of victims to their doom, or so you suspect. Oddly enough, she Merchant District, French Hill, Uptown, Southside, and South appears to recognize you, as well. She runs her fingers along the circle of cards before her. “I suspect the past few weeks have been quite arduous for Church from the game. (See suggested location placement, below.) you. Are you here for guidance?” You grimace. The last time Anna read Each investigator begins play in Southside. somebody’s fortune, it did not end well for them. What makes you think ÆÆCheck Campaign Log. If Anette Mason is possessed by evil, you will be any different? perform the following: Skip to Intro 4. ==Gather all cards from the following additional encounter Intro 3: Anna opens her eyes. “I was wondering when we would meet sets: Music of the Damned, Anette’s Coven, City of Sins, and again.” You wonder aloud how she could possibly not know, when Witchcraft. These sets are indicated by the following icons: everything else she has predicted has come to pass. Your remark earns you a hearty chuckle from the soothsayer. “That doesn’t mean I know everything, my dear.” She runs her fingers across the circle of cards. “I suspect the past few weeks have been quite arduous for you. Are you here for more ==When constructing the act deck, use Act 1a—“Dark guidance?” You grimace. This all began with a reading of your fortune. Knowledge (v. I)” and Act 2a—“Beyond the Grave.” What makes you think another reading will make this all go away? ==Put Hangman’s Hill (Where It All Ends) and Silver Twilight Proceed to Intro 4. Lodge (Shrouded in Mystery) into play. 41 ÆÆCheck Campaign Log. If Carl Sanford possesses the secrets of the universe, perform the following: Standalone Mode ==Gather all cards from the following additional encounter sets: Secrets of the Universe, Silver Twilight Lodge, Striking If you are playing in Standalone Mode and do not wish Fear, and The Midnight Masks. These sets are indicated by the to refer to any other setup/resolutions, you may use the following icons: information below when setting up and playing this scenario: ÆÆAssemble the chaos bag using the following tokens: When gathering The Midnight Masks encounter set, only +1, 0, 0, –1, –1, –2, –2, –3, –4, , , , , , , . gather the 5 treachery cards (2x False Lead and 3x Hunting ÆÆThe investigator must decide (choose one): Shadow). Do not gather any of the other cards from that encounter set ==Anette Mason is possessed by evil. ==When constructing the act deck, use Act 1a—“Dark ==Carl Sanford possesses the secrets of the universe. Knowledge (v. II)” and Act 2a—“New World Order.” ==Put Silver Twilight Lodge (Where It All Ends) and Hangman’s Hill (Shrouded in Mystery) into play. Choosing a Random Location ÆÆSet the Piper of Azathoth enemy aside, out of play. During this scenario, you will often be instructed to choose a random location. This should be done by shuffling together the 8 Æ Choose 2 different random locations. Place 1 breach on each of Æ locations removed from the game during setup (the versions of each those locations (see Breaches and Incursions on the next page.) location in play not currently being used) and drawing 1 at random. ==If there are 2 investigators in the game, perform this step If you are instructed to choose multiple different twice. random locations, shuffle together the 8 locations not ==If there are 3 investigators in the game, perform this step currently being used and randomly draw a number of three times. different locations equal to the amount specified. ==If there are 4 investigators in the game, perform this step three times, choosing 3 different random locations each Breaches and Incursions time, instead of 2. In this scenario, doom does not accrue at the usual rate. Instead, ÆÆShuffle the remainder of the encounter cards to build the breaches—represented by resource tokens—are placed on encounter deck. locations. When enough breach tokens have been placed on a single location, an incursion occurs, which adds doom to that location and causes breaches to open in connecting locations. The investigators’ primary goal in this scenario should therefore be to prevent incursions from happening by removing breaches from locations. This can only be done using the abilities on each location.

42 Placing Breaches Resolving Incursions Breaches are primarily placed on locations via the following ability Incursions are primarily caused via the following ability on Agenda on Agenda 1a: “Forced – When doom would be placed on this 1a: “Forced – When a breach would be placed on a location with 3 agenda: Instead, place 1 breach on a number of different random breaches: Instead, resolve an incursion at that location.” However, locations equal to 1 more than the number of investigators.” card effects can also cause anincursion to occur. To resolve an However, card effects can also place breaches directly on locations. incursion at a location, perform the following steps, in order: For example: There are two investigators in the game, and it is the ÆÆFirst, remove all breaches on that location. mythos phase. During the “place 1 doom on the current agenda” ÆÆSecond, place 1 doom on that location. step of the mythos phase, instead of placing doom on Agenda 1a, Æ the investigators must choose 3 different locations, at random. The ÆFinally, place 1 breach on each connecting location. This locations randomly chosen are Southside, Rivertown, and French Hill. can chain‑react and cause additional incursions to occur, so Therefore, 1 breach is placed on each of those locations. beware! Æ When breaches are placed on multiple different locations, they ÆOnce an incursion is resolved at a location, breaches from other should be placed one at a time. This process can be interrupted if it incursions cannot be placed on that location for the remainder of causes an incursion (see below). that phase. For example: A breach is about to be placed on Rivertown, which has 3 breaches on it. Instead, an incursion is resolved at Rivertown. First, all of the breaches on Rivertown are removed. Then, 1 doom is placed on Rivertown. Finally, 1 breach is placed on each of the locations connected to Rivertown. This may cause another incursion at one of those locations.

43 Suggested Location Placement for “In the Clutches of Chaos”

Merchant District Rivertown

LOCATION LOCATION Arkham. Arkham.

The commercial center of Arkham, the Merchant District is usually bustling at all hours. But tonight, the dockhands and These past few weeks, the warehouses and docks of Rivertown sailors have vanished, leaving you with a sense of unease. The have been swathed in grey mist, making an already quiet mist over the dark waters of the Miskatonic River seems to district even more empty and desolate. take unnatural shapes as you watch from afar.

Illus. Cristi Balanescu © 2018 FFG Illus. Cristi Balanescu © 2018 FFG

Hangman’s Hill Uptown Southside French Hill Silver Twilight Lodge Shrouded In Mystery Where It All Ends

LOCATION LOCATION LOCATION LOCATION LOCATION Arkham. Arkham. Arkham. Central. Arkham. Arkham.

As you approach Hangman’s Hill once more, you find it Typically a safe neighborhood, the cobbled streets of Uptown If you didn’t know any better, you would think Southside was One of the richest and most historical neighborhoods in have taken a very different mood this night. Tendrils of mist a ghost town. All of the residents have retreated into their As you approach the manor of the Lodge once more, bright light devoid of any activity—from the living or otherwise. It seems Arkham, the many decaying mansions and estates of French shines from behind its windows. You can hear faint chanting the coven has left this place behind, at least for the time being. reach out from the woods that border the town, stretching homes and locked their doors. The only light you see seems to Hill hold a lot of old wealth…and many more secrets. over Hangman’s Brook and crawling through the streets. be coming from the to the south. from within.

Illus. Joshua Cairós © 2018 FFG Illus. Cristi Balanescu © 2018 FFG Illus. Cristi Balanescu © 2018 FFG Illus. Cristi Balanescu © 2018 FFG Illus. Jokubas Uogintas © 2018 FFG

South Church

LOCATION Arkham.

The massive Romanesque building towers over the rest of Uptown, light shining from within its stained glass windows. Father Michael has made it a point to keep the church open at all hours, and despite the strange happenings throughout town, tonight is no different.

Illus. Mark Molnar © 2018 FFG

44 You ask what can be done to close a breach of such size. She DO NOT READ clenches her jaw. “I don’t know. But I know who does.” She until the end of the scenario kneels over Anette, raises her hand, and slaps her hard across the face. Anette jerks awake, startled out of her catatonic state. If no resolution was reached (each investigator resigned or was defeated): Check Campaign Log. “Is this what you wanted, sister?” Erynn drags her to her feet, forcing her to look up at the catastrophe she has wrought. ÆÆIf Anette Mason is possessed by evil, proceed to Resolution 3. “You know it isn’t,” Anette replies, her voice ragged. “I only wanted us all to have some semblance of the strength she ÆÆIf Carl Sanford possesses the secrets of the universe, possessed. I had no desire to use it in the same way she did. But proceed to Resolution 4. the spirit took control, and I could not resist.” She lowers her Resolution 1: The spirit cackles as she hears your words, head in resignation. “I’m sorry, sisters. I failed us all. I was not but her laughter is soon cut short. Emerging from the trees, strong enough.” the remainder of Anette’s coven–led by the red-haired witch ÆÆThe investigators must decide (choose one): Erynn–surround Anette wordlessly. Erynn gives you a solemn = nod, her conviction showing through her stern demeanor. =“You’ve done enough harm. We’ll handle this Understanding why they have come, you step aside and allow from here.” In your Campaign Log, record the them to do their work. investigators continued alone. = One of the witches draws a circle in the dirt around Anette, while =“We will need your help to fix this.”In your the rest bind her with tendrils of searing energy. The revenant Campaign Log, record the investigators asked Anette shrieks and wails in agony, but the witches dare not cease. for assistance. Finally, as their chants rise to a crescendo, Erynn pierces the ==“You are under arrest.” You may only choose sanctity of the circle with her knife, pressing firmly against the air this option if at least one of the investigators and straining as though she were attempting to pierce solid stone. has the Detective, Police, or Agency trait. In Keziah’s ghost departs in a whirl of spectral mist, dissipating your Campaign Log, record the investigators into thin air with a final cry. Anette’s body, unsupported, arrested Anette. collapses to the ground. “It’s over,” you say, placing a hand on ==“Then teach me how to be stronger.”You may only Erynn’s shoulder. choose this option if at least one of the investigators “No,” she replies harshly, gesturing to the sky above. The storm has the Sorcerer, Miskatonic, or Scholar trait. In clouds have all disappeared, yet you count not a single star in your Campaign Log, record Anette taught you the the night sky. The borders of the horizon frame the empty void spells of old. above you, a breach so enormous you had not even realized it ÆÆEach investigator earns experience equal to the was there. How long had it loomed over the city while you spent Victory X value of each card in the victory display. your time warding against lesser incursions? ÆÆProceed to Interlude IV: Twist of Fate.

45 Resolution 2: You wouldn’t put it past the president of the ÆÆThe investigators must decide (choose one): Silver Twilight Lodge to lie about the consequences of your ==“You’ve done enough harm. We’ll handle this actions – after all, he has already deceived you more than once from here.” In your Campaign Log, record the before. You ask him what he means when he says you will all investigators continued alone. be extinct. He grimaces and tells you to look outside. ==“We will need your help to fix this.”In your Campaign The storm clouds have all disappeared, yet you count not Log, record the investigators asked Sanford a single star in the night sky. The borders of the horizon for assistance. frame the empty void above you, a breach so enormous you had not even realized it was there. How long had it loomed ==“You are under arrest.” You may only choose over the city while you spent your time warding against this option if at least one of the investigators lesser incursions? has the Detective, Police, or Agency trait. In your Campaign Log, record the investigators Sanford limps after you, peering up at the night sky. You ask arrested Sanford. what can be done to close a breach of such size, but before he can respond, coils of darkness emerge from the shadows, twisting ==“You don’t deserve to lead us.” You may only choose into dark cloaks. In seconds you are surrounded by the witches of this option if at least one of the investigators has the Anette’s coven. The high priestess steps forward, glaring at Carl Sorcerer, Silver Twilight, or Cultist trait. In your Sanford with all of the intensity of hell itself. Campaign Log, record the investigators assumed control of the Silver Twilight Lodge. “Do not trust the word of this sinister worm,” she warns you. “Everything he has done, he has done to further his own ÆÆEach investigator earns experience equal to the agenda. He would gladly hold the world hostage if it meant one Victory X value of each card in the victory display. last chance at power.” ÆÆProceed to Interlude IV: Twist of Fate. Despite his wounds, Sanford rises to his feet and bellows back at her: “What hypocrisy! Do you forget that it was you and your misguided sect who started all of this? Summoning the dead, asking them for power?” He scoffs. “We would have elevated all of humanity. You sought only to elevate yourselves.” Sanford turns to appeal to your judgment one last time. “Do not be a fool,” he says quietly. “This outcome is not what the Lodge desires. Allow me to help, and together maybe we can return things to normal.”

46 Resolution 3: Anette stands at the center of her circle of Resolution 4: Carl Sanford stands at the podium of the witches, her eyes aglow with boundless power. Above, hundreds Lodge’s Inner Sanctum, clad in silver-and-blue robes. Before of phantasmal shapes reach out, a web of power linking the him, his subjects kneel in subjugation, ready to receive the witches and their deceased brethren. The wraiths descend, each power promised to them and claim their rightful place in claiming a body for themselves, manipulating it to their own the new world that they will create. The tome Sanford reads ends. The witches’ only show of resistance is the blood that drips from glows with witch-light. “The bonds of mortality have from their eyes as their unwilling spell reaches its culmination. held us back for too long!” He declares as the ceremony “It is time!” The disembodied voice of Keziah declares reaches its climax. “We will break these bonds and ascend to a through Anette’s lips. “The Primal Chaos awaits! Hear us, higher plane!” Daemon Sultan!” Her voice rises into the night, and a breach Above the very building they stand in, a breach greater than greater than the sky itself opens. The borders of the horizon the sky itself opens. The borders of the horizon frame the empty frame the empty void above. It reaches into infinity, beyond void above. It reaches into infinity, beyond the confines of the confines of three-dimensional space. “I have done as you three-dimensional space. Then all of the candles in the Lodge’s commanded of me,” she says to a being who is not present, sanctum are snuffed out at once, and the chanting ceases, but can hear her every word. “Now reap this world of the followed by quiet, nervous murmuring. “What is going on?” living, and let them suffer for their mistakes.” With that, Sanford demands, trying desperately to read from the tome in the spectral figures vanish one by one, whisked away by the front of him. But it is too late. The Lodge has succeeded only in emptiness above. Anette and her sisters collapse to the ground accelerating their doom. True immortality can only be achieved unceremoniously. A thin, discordant flute warbles throughout by those who are worthy. A thin, discordant flute warbles the fabric of the world… throughout the fabric of the world… ÆÆIn your Campaign Log, record doom draws ever closer. ÆÆIn your Campaign Log, record doom draws ever closer. ÆÆEach investigator earns experience equal to the ÆÆEach investigator earns experience equal to the Victory X value of each card in the victory display. Victory X value of each card in the victory display. ÆÆProceed to Interlude IV: Twist of Fate. ÆÆProceed to Interlude IV: Twist of Fate.

47 ==Record 2 tally marks. Then, based on your difficulty level, Interlude IV: Twist of Fate add the following chaos token to the chaos bag: Twist of Fate 1: You stand underneath the breach, in awe of its ==Easy: –3. ==Hard: –5. presence. Everything the soothsayer predicted has come to pass. “This ==Standard: –4. ==Expert: –6. is a matter of life and death,” she had told you. How right she was. Æ Beyond the cosmic ingress, the nucleus of the cosmos awaits. Now you ÆIf there are 2 or fewer mementos listed under “Mementos understand what dwells on the other side, gnawing hungrily at the Discovered:” fabric of reality: the doom of all humanity; no, not just humanity. The ==You are woefully unprepared for this journey. (Nothing doom of all life in the universe. happens.) There is a bitter taste in your mouth. Tears well in your eyes. You close ÆÆIf there are 3-5 mementos listed under “Mementos your fist so hard your nails dig into your flesh. If you have to die, then die Discovered:” you will. But you’re not going to die sitting down. ==From the evidence you have uncovered, you understand the In your Campaign Log, record the path winds before you. Next to path you must take a little better. But there is still much you this, record a number of tally marks based on the conditions below. do not know. Record 1 tally mark. Then, proceed toTwist of Fate 2. ÆÆIf there are 6 or more mementos listed under “Mementos ÆÆIf you accepted your fate: Discovered:” ==You know what you have to do. Record 1 tally mark. ==Your journey is laid bare before you. Record 2 tally marks. ÆÆIf the investigators asked Anette for assistance: ÆÆIf an investigator has The Black Book in his or her deck: ==“Keziah was beseeched to sign a book by the messenger of an ==It contains knowledge of the land beyond ordered time and ancient being. The Black Book of Azathoth.” Just the name of space. Record 1 tally mark. the thing shakes you to your core. Anette clenches her fist. “I ÆÆIf doom draws ever closer: was a fool to not have understood before. That was the source of = her power. Not witchcraft, but a pact with a terrible, dark god. =Azathoth’s maw begins to open. Record 2 tally marks. All of this, these incursions into our world, the broken bonds of Twist of Fate 2: For almost an hour, you stare up into the empty death: it is what Keziah wanted all along. It was the silent will of abyss, pondering your options and your fate. A flock of faceless winged Azathoth,” she says resentfully. creatures circle the field where you sit. They almost move like vultures, ==Record 2 tally marks. Then, based on your difficulty level, waiting for your demise so as to feast on your corpse. They draw ever add the following chaos token to the chaos bag: nearer, and you begin to wonder if they can read the thoughts that hover = = on the surface of your mind. Rising to your feet, you raise your arm and =Easy: –3. =Hard: –5. call out to one of them. This may be the most foolish thing you have ==Standard: –4. ==Expert: –6. ever done, you think to yourself. But your instinct proves to be the right move: the creatures descend on black leathery wings, landing on the ÆÆIf the investigators asked Sanford for assistance: wet grass in front of you. One lowers itself until it reaches the height of ==“It is a gateway,” Sanford explains, “ joining our world and your shoulders, offering its back to you. Swallowing the very last of your the greater Cosmos. According to some of the most heinous doubts and your fear, you climb aboard the creature. With a swift flap of tomes I have read, at the center, there sleeps a creature known its wings, it carries you off into the void, beyond the limits of space…to as Azathoth.” Just the name of the thing shakes you to your the domain of Azathoth. core. “I fear we have stirred it in its slumber. All of this, these breaches in space, these broken barriers between worlds: it is all because for just a brief moment, for one fragment of a second, we interrupted Azathoth’s dreaming. Do you understand?”

48 Campaign Log: The Circle UndoneINVESTIGATORS PLAYER NAME PLAYER NAME PLAYER NAME PLAYER NAME

INVESTIGATOR INVESTIGATOR INVESTIGATOR INVESTIGATOR

UNSPENT EXPERIENCE UNSPENT EXPERIENCE UNSPENT EXPERIENCE UNSPENT EXPERIENCE

(Mental) TRAUMA (Physical) TRAUMA (Physical) (Mental) TRAUMA (Physical) (Mental) TRAUMA (Physical) (Mental)

EARNED STORY ASSETS/WEAKNESSES EARNED STORY ASSETS/WEAKNESSES EARNED STORY ASSETS/WEAKNESSES EARNED STORY ASSETS/WEAKNESSES

Campaign Notes

Mementos Discovered

Permission granted to photocopy for personal use only. © 2018 FFG. Campaign Log also available for download at www.fantasyflightgames.com Prologue The Witching Hour

At Death ’s Doorstep (Act 1) A Record of Those Lost At Death’s Doorstep (Acts 2–3) The Price of Progress The Secret Name The Wages of Sin For the Greater Good The Inner Circle Missing Persons Gavriella Miz rah Union and Disillusion In the Clutches of Cha os

Twist of Fate Jerome Davids Before the Black Throne Epilogue Penny White KILLED AND INSANE INVESTIGATORS

Valentino Rivas Encounter Set Icons Realm of Death

Agents of Azathoth Secrets of the Universe

Anette’s Coven Silver Twilight Lodge

At Death’s Doorstep Spectral Predators

Before the Black Throne The Secret Name

City of Sins The Wages of Sin

Disappearance at the Twilight Estate The Watcher

For the Greater Good The Witching Hour

In the Clutches of Chaos Trapped Spirits

Inexorable Fate Union and Disillusion

Music of the Damned Witchcraft

© 2018 Flight Games. Arkham Horror, Fantasy Flight Games, the FFG logo, Living Card Game, LCG, and the LCG logo are ® Fantasy Flight FANTASY Games. Fantasy Flight Games is located at 1995 West County Road B2, Roseville, Minnesota, 55113, USA, 651-639-1905. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER. FLIGHT GAMES 60